Farm exchange rates need tweaks,
And I think it'd be better if all the renovations were straight up automated resource gatherers. Who unlock features in the main farm guy rather than being another 10 guys to click on.
Like lumber jack gets wood, Hunter gets random hides and meat, Caravan unlocks the option to do what happens now. Brahman pens increase hide and food production. All of these things go into a farm wide locker inventory.
Rather than new units of food, water, wood. Using the current items to satiate needs would be nice imo. Like 12 logs, 12 meat, dung, and 12 water bags to plant the Barley crop, but 12 fiber, fruit, or tobacco to plant another crop. And instead of generating farm bucks they'd generate 1 plant item the Barley fruit etc per cycle which could be used for the caravan run, if the caravan runs were cheaper to run say 50 items, and let you do like 20 runs per cycle the money making would feel better imo, and you'd generate resources too if you'd prefer that route.
And I think the water bags should be refillable or bottles, then changing the trader to to be a randomized merchant who you could ask to focus on certain gear, armor, weapons, food, etc. Or be a way to generate an actual player caravan using hired guards to do the run, where the income generated would be in Farm bucks. More with longer arranged caravans.
Farm health mechanics are meh, I'd rather a farm feature to hire guards, and to literally fight a small raid of wolves, raiders, or etc at the end of each initiate day, where anyone killed aside from the guards would temporarily reduce farm efficiency, with the weak npcs running to cover. Like the raid could start 30 seconds to allow for time. But be as weak as a few mad dogs Raiders. Or junk town scouts.