After having played a forestal character for a grand total of a month, I've noticed a few things which are really beginning to irritate me surrounding the whole groves and harvesting business.
Foremost, overharvesting. It's driving me nuts. Hunting for the quiet spots where you can find abundant plantlife is nice and adds a little touch to the game and all, but stuff like ginseng, ginger and myrrh (practically everything that grows in the actual forests) is rarely above sparse, if ever. I've scoured every overworld forest back to front and lastharvest brings up the same four or five names every time. There is no penalty for overharvesting other than decreasing the supply for other players which in turn ramps up the price on said herbs, so for people with large herb stacks that they intend to sell, deliberately overharvesting for a week or two can be a viable method of driving up their profit margins.
This is completely against the forestal ethos and for sure, the five or so names I see come from grandfathered forestals located in cities other than Eleusis. What I would like to see is consequences for fully depleting a room of its plantlife, which I will describe below.
Each plant-bearing room should have a base fertility level which is individually determined by its geographical location (as in some plants will thrive better in certain areas, such as elm in darkwood forests and so forth). Each plant growing in the room draws from this base fertility level to determine both its rate of growth and its yield. Harvesting from a plant in this room will slightly affect the fertility level temporarily if the plant is abundant or above, but will affect the fertility level significantly larger and for significantly longer. Continual overharvesting will permanently decrease the room's base fertility level, and if it reaches 0, the room takes on an exterminated-esque effect where all life is inhibited from growing in it for several real life days unless it is attended to by forestals.
When a room is psuedo-exterminated by overharvesting, Oakstone will be sent a report on the primary offenders of the overharvesting for that particular area, so that they may mete out punishment appropriately. This is hardly an ideal solution (since Oakstone is kinda ehhh to begin with anyway), but there absolutely needs to be some form of consequence between simple diminishing in supply and convenience. Feel free to suggest alternatives.
Stemming from this, I would like to see a Groves ability added that prevents anyone who does not have use of the grove from harvesting the plantlife in your grove beyond a certain growth level. I find the concept of someone overharvesting another's grove extremely rude given the nature of the bond between a forestal and his grove, and have even considered holding people accountable for doing so IC. That is another matter entirely, but I would like to see some sort of imposable restriction on randoms harvesting from your true grove, whether it is unified or not.
To compensate for the decreased supply that this will inevitably produce in the short term, I would also like to see an ability in Groves to especially care for and nurture the plant life in your grove, speeding its growth rate up by several orders of magnitude. Like grove seal, this would be a daily thing, and could even include using other plants not from your grove's environment as fertilizer for your plants, or something of that ilk.
Basically, overharvesting forestals should be punished and forestals should actually have to take care of the damned forests like their premise suggests.