Honey effects from nectar consumed sounds... like a lot of work to program.
Nah its just a matter of saying honey.syndrome = beehive.preferredplant.syndrome.
Well, rather than speaking in coding terms...
We already have syndromes. We already have materials that can be passed on through different "phases" of production, so that an animal's skin influences its leather. We are slated to have flowers that can grow in farms according to the devapge and, presumably, wild. Toady stated that he would want bees to visit flowers to collect nectar for honey, but that the lack of flowers right now has simply made that impossible.
I think that the only problem is that honey is going to be made with hundreds of individual wildflowers that the bees visit. You'd need to have a way of "diluting" syndromes. One poisonous flower among hundreds of normal flowers should create a minimal effect.
This is something that the game needs, anyway, since there is no realism in how poisons work based upon dosage - a real-life spider bite is generally harmless simply because spiders dose their venoms to attack a creature that weighs something like a gram, and a 70 kg human will just dilute that venom throughout their body so thoroughly that spider venom is harmless. (This is excepting necrotic venoms which only attack local tissues, which basically means that the area around the bite will become necrotic, but the person in general should be OK so long as subsequent infections don't bring them down.)
If you theoretically had some sort of magic flower that has magic nectar, you could theoretically put bees in a location where they can only visit those magic flowers, and the honey they produce would have that magic flower's syndrome effect in the form of a honey. Hence, you could put whatever kind of crazy syndromes you want onto that flower, and the bees should be able to make it into magic honey that does whatever crazy magic effect the game allows.
(... I need to add this stuff to the Improved Farming thread...)