I agree with inexperienced farmers failing to plant seeds properly, resulting in stunted growth or simply no growth.
However, the arguments being made here shouldn't be that we need humongous fields. Currently I'm using 2 6x5 fields and 4 3x3 fields to feed and intoxicate 80~ dwarves... Obviously, I'm generating a bit of a surplus but whatever. More is better...
Okay, so my food stores are full to bursting... >.> The point is that I think a SLIGHT increase in field size to food generation ration is appropriate. We can already set gestation times and cluster size in the RAWs, so I don't think Toady really needs to address that portion.
However, it would be nice to (somehow) be able to mitigate this problem. Requiring 2x2 or 3x3 blocks won't, in my eyes, fix anything. Instead we need a nice solution that fits into the current system. Plant death due to improper handling/planting would be a nice touch, but it wouldn't quite decrease the overabundance of food mid-game.
What I think we could use is simply an enforced "planting pattern" in farms, configurable for each crop. For every one square you can plant in a row, one will be left blank. So say the below is my 6x5 field:
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
Where =s are planted squares, you'll see how this should work out...
X=X=X=
=X=X=X
X=X=X=
=X=X=X
X=X=X=
This would be easily explainable by saying each plant requires some "growing space"... IE, at least one empty square in a cardinal (N S E W) direction from itself. Growing space could be shared and must, if on rock, be muddy and "farmable"...
Also, I think a slight increase to realism is required. If you do not have soil, you should have to at least prepare the rock in your farms by putting some down. Easily obtainable from outside, right?
After each planting "turn," you should either have to rotate crops (to promote nutrient diversity in the soil) or turn/replace the soil. Farms should require at least basic upkeep and not just a cursory "toss this seed in here and we get us some food!"
I also think that we should incorporate different TYPES of farms. We have Plump Helmets, which are apparently mushrooms... Now, tell me... Does anyone know where mushrooms grow? Anyone? They surely don't grow in the ground from seeds. We should be able to designate a placed farm plot as a "mushroom farm" or a "soil farm"... A mushroom farm would require lumber to be placed and slathered in mud in order to place the mushroom spores on. As this is a fantasy game, I don't think it would hurt if we had a gestation time that didn't require the decaying of the logs entirely... But they should be required to plant plump helmets and other mushrooms.
A log-based mushroom farm should NOT require "growing space" but SHOULD require accessibility. A one-tile aisle should be required leading to the log planters. Example, where |s are log planters and .s are empty (unused plot) tiles:
.|.|.|
.|.|.|
.....|
.|.|.|
.|.|.|
Of course, the "planter" skill should apply to both and failed germination attempts should be existent in both cases.
Through all of this, one farmer should not be able to upkeep all of these farms themselves. We should be able to have our dwarves make watering cans for our farmers to use, which should be required to grow any non-fungal plants. Normal plants require watering and upkeep, outside of the need to already have muddy tiles. This should address the "one dwarf feeding one hundred dwarves" problem.
Irrigation should be required indoors, regardless of what soil type the farm is on. The reason for this is that the tiles should be muddied at least once a season or two to introduce new minerals and to account for the fact that underground farms get no rain or runoff water. They are also not naturally fertilized by outdoor critters like bees and butterflies and whatnot.
>.> And that's all I got for now.