Following a vote of 45 minutes time, the motion has passed unanimously with one vote aye and no votes nay. Discussion of a farming overhaul's effects on FPS is now tabled for later discussion.
Regarding crop rotation and soil depletion. The current 'four seasons' growth cycle for overland crops is not entirely possible were the plants grown closer to their real-world maturation rates. Corn (which I keep talking about because its something I know) is planted in mid spring and is harvested October to November, depending on complex calculations of moisture content in the corn hull which I am not going into. The result is that a high-yield grain takes fully half of a year to mature, and by the time the first harvest is in the winter months are upon temperate zones. This doesn't forbid a second crop; winter wheat as well as other crops can be grown. However yields are much lower and usually less commercially viable for these crops.
This ties into crop rotation as well as the larger debate because growing time is so short at present that a competant grower can put down a 6x6 plot of pig tails and by the time he completes half the field, the first seeds are ready to harvest! Even non-food crops, like rope reed, pig tails, dimple cups, ect; need to take a full season to mature. It then becomes crucial to get the complete sowing out before too late in the planting season or else the harvest, and so the next planting, will be delayed. Unless changes are made to plant growing time crop rotation will remain the current seasonal variations of what is allowed to be planted, slightly planned by the player to cycle between nitrogen fixing and nitrogen depleting crops, and then immediately left to run on auto pilot. I for one have no problem with a yearly spring ritual of changing last year's bean field to corn or corn field to beans, just as real world farmers do. This adds a little more learning curve to farming. In addition the use of fertilizers (made of both potash and nitrogen-rich rotting chunks) which can be manufactured during farmer's down-time during growing cycles, the crops rotated will affect the soil quality for various crops. This in turn affects yields. Soil quality for any given crop can readily be displayed by changing the color of the crop's name (dark red, red, dark yellow, yellow, light green, green, or some such fashion). Across the board, nutrient levels can be restored simply be designating a full season to lay fallow. Thus the player can decide; do I plant longland grass in the spring, harvest in the fall, and then plant rope reed for winter but have to rotate out to fisher berries next year? Or should I leave it fallow in the winter and go with a small fertilizer industry, but not have to worry about it?
I think that makes for a medium between players who like to micromanage and get improved results, and players who would rather let the dwarves handle it and neither bother much with farming nor have great results from their farm.