What we don't agree about is how much we should eat, and how much fep something should give or have fast we are supposed to starve, etc. (I personally think the fep stuff is ok i'm not against the current planning, but then again I haven't thought about it that much either.)
What I have thought about is that it feels like I put alot of game time to avoid starving. I have felt this since I started playing haven and hearth some months ago and I didn't like that I had to eat a hundred apples to feel satiated for an hour. It does what people say any bad game or movie does, it breakes the feeling of realism. Now I don't think realism should guide games anymore then it makes it fun, realism is not some holy grail.
Its not actually that it takes time to eat or get food, its that I eat 100 apples or 8 chickens that makes it feel strange.
I think many people agree on this, and I've read somewhere that loftar and jorb were planning to maybe change this somehow, but until then I can perhaps add some coal in that oven so they start cooking.

A tip for those who have a problem with actually starving there is a big solution: don't drain stamina. Dont do heavy stuff. If you really want to survive, stand still or crawl. It makes a FACTOR difference to how fast the hungerlevel depletes. The game should not encourage someone chopping down a forrest or making a huge farm plot without food, this I feel is quite ok. But to a certain extent, beginning the game crawling until I have found my first spindly taproot and a rabbit so I can fish is a bit harsh on newbies.

Perhaps this could be extended that changing "metabolism" or "workload" via some kind of belief system or hopefully faster, could make a person faster or slower, but requiring more food? Just a thought right now though, and it shouldn't be like a 3x speed miner/smithing specialist that berserker eat, but its worth a thought. =) Its not really realistic to have a buttonswitch of metabolism, but changing believes the same way is not far away, and I think it can fit a game.
So a rich person could eat heavy calorie foods and need big wursts to get trough the day, get lots of fep and become stronger/faster/more effiecient. 10x more food for 3x more speed? Or a poor guy who has left a village and just straggles trough the wilderness to find a new home going at 0,5x food for a little weaker character? (perhaps travel weariness is connected to this?) This sort of accentuates the stamina draining of certain tasks, and reminds me a bit about drinking water in waterskins. What I like about it is that the body would take a little time to adapt to a certain lifestyle.
On a further note, I like the new resource limitation since I don't think it has made my game more boring in any way. And even though those quantum appletrees were practical, they only helped people get more anal about feps and let poor sobs survive in the postapocalyptic wastelands of brodgar longer then they should.

If I come up with more thoughts I will add them here, now I must play a little more and catch pike in the darkness.
