From time to time, there are threads that complain that forage (curios mostly?) stuff is bad or that we shouldn't be able to garden it, buff it nerf it, whatever.
As much as people might hate that, in my opinion, we should be able to garden all possible curios but in exchange, we shouldn't be able to garden any herbs that can be used as medicine. My arguments for this is because:
Having a couple of curiosities, that only requires exploration * perception + some little bit of survival (and still, only having exp and perc for finding amazing curios is cheap), is a high unfair way compared to good curios, You have to make infrastructure done keep crafting them. I've seen always foraging as early, maybe mid-game way of gaining LP from curios, but later, You should be able to do the most by crafting. I would maybe leave only a few like floatsams / glimmermose , to stay in a way of forage.
In exchange:
Make more herbs that can be used in healing, which quality scales with Will/Lore and Perc * Exploration. Looking for a way to makes medicines is way more a valid reason to forage than just to get couple of low quality curios, which You should be possible to garden and increase it's usefulness. Allow us only to garden the very basics ones as yarrows.
In short: Increase number of herbs and their quality (and difficulty in finding them), by making nearly all flower/forest based curios garden-able, so those are still used. And having herbs playing bigger role in the game, increase in need of forager profession.
PS. I know some of this is already in, but it's more about making everything in a way it is or not, yet.
edit: and gardening forageable food that is not an animal should also be allowed to be gardnered, unless there's a valid reason why it shouldn't be.