Even if you generate macros for some of the more blatant repeated menu-crawl portions, that doesn't make the game actually less repetitive and more exciting, though.
When you get right down to it, doing some basic chores every day, using some crafting skills to make items that you only wind up selling, and basically just generating cash is the basis of Harvest Moon... and even Harvest Moon has started turning itself into a
Legend of Zelda-style adventure game that just happens to have farming being the basis of your magic skills and easiest path to cash, and even early on, the major point of Harvest Moon was to build up relationships with the other villagers.
Basically, just grinding money by producing stacks of items isn't very fun all on its own, you either need to make the actual process of making those items fun (See
Puzzle Pirates) or else you need to make the process of crafting or raising money an intermediate step on the way to getting to something else more fun.
Of course, if we just go for full-blown Sims mode, where we can buy a plot of land, design our own house, build our own furniture, and decorate however we want, there's at least some of the "Dollhouse" game fun aspect of it.
Still, I'm going to say that making interactions with the random citizens of your town the part where you're supposed to have your fun would be the best overall course of action.
Again, crafting things and contributing to the community works in a MMO or community game because people want to be a part of the community, and if the community was bad, they wouldn't bother crafting things for money. (This is generally why everyone plays World of Warcraft - it's where all the clans already are, and where everyone who's been playing there already knows people. Even if there was a World of Warcraft clone that fixed all of WoW's problems, and was better in every way, people would still play WoW, because that's where their friends are.)
Toady has a great capacity to surprise with what he can actually manage to pull off, but I'm not sure procedurally generated communities are going to be as dynamic and enjoyable as real-life people will be, even if we take out points for griefing and trolling, any time soon.