So I was contemplating today that I wish there was more involved with the production of wines, beers, teas, and even milk. The idea is fairly simple in its foundation, but interestingly complex in its ultimate utility, at least I hope others will find it so.
The basic concept underlying all of these are very similar: Let the production method and ingredients used in producing a particular beverage alter its final effects.
Let us begin by saying that, except where there are holes in the satiation options, I don't believe that the satiations of the beverages should be messed with. It's a fine idea and I feel well executed, needing nothing more added to make it a uniquely and exceptionally HnH concept. Balance tweaks I will leave to minds greater than mine.
Now, on to the main event.
Let Beers, Wines, and Teas have variants created in much the same manner as cheese by letting them age (or even just ferment) in various locations. Consider the Lagers that find their heart in Bavaria, for instance. These beers are fermented for a year in cold environments, packed in ice and left in high Alpine caves, a process which lets the sediments in the beer settle, leaving a clear golden liquid that has the crisp taste all Lager lovers crave. Perhaps producing a lager in some manner related to this could give an additional stat or skill bonus on top of the satiation. This could bring back effects like "The Warmth Of Tea" and "A Glass Between Friends."
Mix berries into your beer and ferment it to provide a stat bonus once it finished fermenting, store your tea in a barrel in the depths of a cave to give it an earthy flavor, and a temporary boost to masonry. Really that variations from here run rampant, and given that they would also be capped by the doubling limitation I can't see them being any more abusive than the permanent bonuses granted by gilding.
Every possible variation of plant and fruit, beer and wine could have it's own combination of potential bonuses. Some providing only a single significant bonus to a single stat or skill, others providing two or more bonuses in overall smaller amounts (based on Q, of course). Let the brewers and vintners and tea-masters of the hearthlands expand their craft into an industry of its own, and bring delicious beverages to the hearthlands!
Other potential options I see for these beverages: Increased Soft Health recovery rates at increased energy consumption rates, bigger FEP boosts (but the beverage adds hunger too), reduced stamina consumption (beer is FORTIFYING), etc.
There may even be enough variations possible to permit the addition of distilling for hard liquors, and of course the inclusion of mead.
TLDR: Add additional optional steps/ingredients to brewing/vinting/tea-making to provide stat/skill boosts on consumption (temporary)
Oh yes, I nearly forgot. Can we get https://en.wikipedia.org/wiki/Kumis?