Perhaps you should think on that though. If it is the single most common point of complaint then perhaps there is reason for that, a reason that you can't see since you're so wrapped up in proving you're right. There are many types and degrees of complexity. People who oppose something like soil pH do not necessarily oppose complexity in general, merely the type of complexity that soil pH represents.
Putting the whole issue of soil pH not exactly being my idea in the first place aside, soil pH is frankly quite easy to deal with. It's mostly a matter of balancing the soil once, if that's even an issue (mostly with certain types of stone), to reach the level that is right for whatever set of crops you want. Although certain types of fertilizer or crops acidify soil (which just adds a reason to be cautious about using them), soil acidity largely stays the same. It is the NPK and water aspect that requires constant upkeep. Soil pH is largely used to keep groups of crops being planted, since it is too much a pain to frequently change soil pH, so that you can't decide to switch rapidly between blueberry bushes and cotton fields. It's a mechanic that makes you slow down and consider what your future needs will be because once you start working towards one end of the pH scale, it is slow going, and will be slow to change it back if you change your mind. It's an "are you sure you want to commit to this set of crops?" mechanic. (And honestly, I can't help but notice that everyone who's mocked pH thus far has not exactly done a good job of demonstrating they understand how I am using it, expecting that I am demanding of people that they mash the "lime soil" button every three seconds. I think the reason people avoid mocking NPK is because I've seen several of them get the elements wrong, and because even people arguing against complexity realize it's hard to make the notion that plants need to be watered sound absurd. It is the mockery one can make because one doesn't want to understand, not because they have been able to find serious fault in the mechanic, or argue for a better system.)
As for being "wrapped up in proving I'm right", I'll remind you that it's rather silly to accuse people of trying to advocate for the things they believe are best for the game. Obviously I believe I am arguing for something I believe is right, or I wouldn't be doing it. That, however, doesn't mean I'm somehow incapable of listening to or understanding what other people say. As much fun as it might be to paint me as some kind of remorseless megabeast rampaging through the forums that only you can oppose, if I don't agree with you, it's not because I didn't understand you the first time, it's because I understood you, and still disagree.
Look over the way that the Improved Farming thread has evolved, and you'll see how much my position has changed, especially because of arguing with others for or against certain aspects of this proposal. I initially didn't care for NPK, wanting just three arbitrary values of describable soil color or such over the technical and realistic, but conceded, especially when Toady supported NPK+pH. I have reversed myself on pests - I used to think it was just another labor sink for the simple sake of labor sinking, but now think it is perhaps the most dynamic feature that can be imposed upon a player.
This notion that I ignore complaints is ill-founded. The problem with many of the complaints that have been cropping up recently, however, is that they are not interested in what actually goes into the farming system, but rather about a mere design philosophy standpoint... People argue that any work on the part of the player is "micromanagement" (so I work to automate what I can), but that if it is automated, it's "just watching a dwarf movie" (so I have to provide more complex and systematic problems for the player to tackle). Not only are these goals mutually exclusive (and occasionally argued by the same person in the same post), but these arguments are also significantly less productive than the earlier arguments over whether or not pests would be a good idea - you can measure the merits of pests objectively. "Too much micromanagement" is just a subjective impression, often formed by people who tl;dr the whole discussion to begin with, and is easily subject to "Moving the Goalposts".
Even worse, this just creates an absurd semantic argument over is or isn't an "Interesting Decision", where, I will point out, Makaze, that you eventually landed on saying that "when Mario jumps" (and whether he hits a goomba or falls into a bottomless pit) is an "Interesting Decision"... if simply WHEN you press the button is an Interesting Decision, then by extension almost anything I make of the Farming system will be an Interesting Decision, since you can always just choose to grow what you want sooner or later. (And of course, every single person had different definitions of the term, making it thoroughly useless as a means of conveying information - even if I match up direct comparisons of the things one person said were "Interesting Decisions" to something almost entirely like it, they could simply refuse to acknowledge the comparison (and move the goalposts again).)
Anyway, I'll continue to defend added complexity in the model by referring back to the "free stuff button" problem...
Everything is not free. It has at the very least an associated labor cost and those labor costs boil down to providing dwarves the things like food, booze, and shelter that they need to survive. One can certainly argue that the current costs are too low and that the existing situation of 20 dwarves easily providing for 150 slackers is undesirable. But that is simply a matter of balance, costs are too low not non-existent.
Of course if you raise the costs of labor then you make starting out much harder. Other games often solve this problem with a series of escalating requirements based on population or time. DF does this to a small degree by introducing nobles with increasing demands but does not do so for the general populace. You can have the increasing requirements be for things like smoothed stone bedrooms or other permanent improvements but those are only speed bumps and do not actually increase the overall cost of labor. For that you need an increase in consumable requirements, and the best way to supply those are through renewable means such as farming. Things like tobacco, wine made from slow growing crops that requires glass bottles, beard and mustache wax, actually needing clothes, better meals (with the a cooking system change to force lavish meals to use high value ingredients), etc. If a dwarf doesn't receive these items it could work much like booze does today, he survives but becomes increasingly slow and depressed, perhaps eventually abandoning the fortress for somewhere he will be better appreciated. These luxury items don't even have to be consistent across dwarves, some may demand cognac others cigars. The details do not matter so much as the point that you're increasing the cost of upkeep on each dwarf as dwarves increase (or perhaps in DFs case as the skill of an individual dwarf increases, make that legendary cost more than that peasant). This counteracts the economies of scale and accelerated production from increased skills that allow a small handful of dwarves to provide the upkeep for many.
What they want is to be able to setup the system and leave it be. For many the enjoyment of DF is in the building aspect. Not in that you mine out tunnels but the construction of a system of supply and production. The enjoyment is in setting them up and moving on to another one, not in constantly tweaking, checking on, and maintaining something like soil pH. That's simply micromanagement.
Additional difficulty and complexity in setting up the system is good, forcing me to monitor something and make endless tweaks to maintain it goes against the spirit of DF. That being you setup a fortress and the dwarves largely run it. Sure the game throws monkey wrenches into your perfectly setup plans, that's part of the fun. But the idea is to let those unpredictable events unbalance things not to purposefully create systems that require manual balancing.
This is also added complexity, but of a completely different sort than soil pH.
Then let me use a different term than "free stuff", let me call it "infinite resources". You do not need to stop and consider what you use your stone for, because you will always have more of it than you will ever need. You DO, however, need to consider what you use your steel for, because it is limited in supply, and it takes more management to set up.
The purpose of this argument is to show the difference this sort of limitation of resources imposes upon the thought process of any player. When food and other farmable goods become something you can't count on to be infinite just because you put X number of dwarves on that labor, and that's all it takes, then you can start making players actually face real decisions about the management of their resources. The point of this is to make food and other farmable goods less like stone, where you can't get rid of it fast enough, and more like steel, where you have to consider how you manage it because you can't be absolutely certain that there will always be a surplus.
This sort of thing simply isn't possible if the answer to any shortage is merely "make more dwarves farm", with a possible additional "designate a little more farm". That's just a quick reflex, it doesn't make you consider
With that said, if you assume I am going to force you to repeatedly return to the farm tiles every 2 game weeks to punch the "water the crops" button, then you simply haven't been reading what I've written on the subject, because I've spent some significant time specifically on the subject of how to design automatable systems of exactly the sort you are arguing should be there. (You can start reading here:
http://www.bay12forums.com/smf/index.php?topic=22015.msg1481494#msg1481494)
Likewise, if you think that I should include more than simply food in farms... CONGRATULATIONS! I have been advocating this straight from the begining. I have even made a
full-blown suggestion thread on JUST making dwarves seek luxury goods and the luxury goods and services they can seek. (See
here,
here,
here, and
here. More coming the less time I have to spend arguing this same argument all day every day.)
On the other hand having an analog measure of soil pH among other values does not sound good. It means that I'll have to either constantly check my pH levels and adjust what's growing or look on the wiki for 1 of a handful of perfectly balanced rotations. It creates little extra work for the dwarves, just a lot of micromanagement for the player.
If you think this is what your system will produce then you are sadly mistaken. It will merely result in people forgetting to check their farm pH and then noticing that they're running out of food.
You're arguing that I'm ignoring things or fighting against I've always supported, which I can only get the impression is because you tl;dr-ed through what it is I've been proposing, instead just assuming I am for things I am not for.
edit: I am forced to repeatedly restate what, exactly, it is I am arguing for over and over again, and this is why I am so highly frustrated by this whole process, especially since it just seems to crop up all over again in another thread each week.