If he doesn't find some sort of default way to get new numbers from old ones that works 90% of the time and let us report the other 10%, that is going to be an issue, yes.
This sort of thing should be best handled crowdsourced. We have the arena to test, the will to get a good result and lots of modders with the knowledge to properly tweak the raws.
If I had any say in all this, I'd tell Toady to let us do the boring part and focus on making dragons attack villages and properly grill the petty goblin raiders who happened to be there too.
My guess is this is how this will work as well. With materials Toady just shoved some placeholder numbers and guesstimates in to get the game running, and when the community worked to totally overhaul the data on materials he just shrugged and said "Hey, that works" and plugged them into the game as part of an update. Same when Quietust found a host of easily resolved issues; they just got folded into a proper release. I see no reason the same chain of events won't happen here too.
The thing is that it'd be great if Toady spent minimal time on setting these placeholder numbers and said "ok, while i go on about the game, please put better numbers" instead of spending a significant amount of time setting almost perfect numbers and letting us work the details.
Also, Quietust found the source of a bug through memory hacking which is in my opinion quite an impressive achievement. I'd like to see Toady trust us a little bit more, even with the boring little things.
While the Quietust bug patch is kinda of cool, it also didnt violate the whole 'doesnt like working with other folks'.
The issue with the us debating 'proper' values for raws, is that it does force ToadyOne to work with someone else.
While ToadyOne could create mechanics move on with place holders in place... the place holders probably wouldnt save any actual time.
Lets say that we as a community does actually decide on what the proper values are for whatever group of raws we're currently working on. And we give those raws ToadyOne, and from these numbers it turns out that his mechanics are inherently flawed.
So what time does that actually save ToadyOne? Dwarf Fortress is a fairly interwoven game. ToadyOne now realizes a certain subsystem is actually wrong and has to be replaced, this means that all other interconnected systems must also be adjusted. And at a worse case scenario, that these mechanics is the frame work for another system, then replacing the mechanics might even reverse progress with other features being removed for an indeterminate amount of time.
This is assuming that that the community somehow does decide on raw values. Which, I'm not sure if we can. (There been quite a few debates on metal effectiveness for armor and weapons. In particular of iron vs copper.) There also the infrastructure how these community driven raws are derived. What do you do with competing entries with different, but overall similarly functional inputs? And what do you do if some raws never receive community derived data?
This doesnt really lesson the workload from ToadyOne, it just redirects what hes working on.
And while organization and infrastructure questions can be solved, they probably cant function without ToadyOne or ThreeToes involvement at some level.