All raw ingredients display their base stats. Seal in the current system is agi and dex aligned, so we'll go something along those lines. You'd see something like:
Seal meat: 5 Agi1, 3 Dex1
Recipes would have stat affinities, as well as their base stats. So lets say meat-in-jelly has 90% agi affinity, but 0% dex affinity. That is to say, 90% of ingredients agi base stats are added to the food, but dex is ignored.
Meat-in-jelly: Base FEPS + (Seal: 5 agi1*90%agi affinity) + (Seal: 3 dex1*0% dex affinity) = Base Feps + 4.5ag1 + 0dex1
Spices would have predictable effects, and explain them. In the current system chives takes from other affinities, and adds to agility. It just does it unpredictably.
Chives: Increases agi affinity of recipe by 50%, reduces all other affinities by 10%
All of this impacts the base recipe so to speak, quality does its normal thing and multiplies the result with the normal quality formula.
This is for people who are programming the system, or like number crunching. But what does a naive player see when they look at the system without math? Seal has high agi and some dex. Meat in jelly has a high agi value. Chives adds agi to recipes it's in. Meat in jelly with seal and chives will be a good agility food.
The system becomes predictable, intuitive (whether or not you know the exact formulas), it's easily self documented within food tooltips. It's kind of like phylosofishing, even if I weirdly enjoyed it the system is too arcane for the average player at this point and it needs to be simplified (somehow).
I also think it's important that the current system be reigned in. Some foods giving a base of literally 100+ FEPs is not ok. Whales, pork testicles, troll are pretty bad offenders right now (pork itself being too good, while other domestic meats being too mediocre is there too imo) of being power creeped crazily. A rework of the cooking system would let this situation get under control again.