I think that gems are actually a rather reasonable reward for undertaking the comparatively risky work of mining, and yes, they're a very good way to incentivise mining as a profession on top of everything else that mining/smithing gets already. Mining is rather unique, however, in the sense that it really is the only profession that puts itself actively at risk, and thus the large reward is justifiable, to some extent. What's problematic is that farming and foraging is not dangerous, as nothing in the game currently really actively challenges the farmer and the forager.
Another point is that mining and smithing are moreso self-contained industries than lumbering, fishing or farming and foraging is. Obviously the smith is reliant on wood from the farmer as much as the farmer is reliant on metal from the smith, but it's through mining and smithing that most end-game stuff is produced. I think introducing an element of danger to the other professions could help justify them also producing worthwhile items that could rival what the miners and smiths produce. A few suggestions are included, in this case for foraging, since I believe this is the profession that needs it the most.
Nature Sprites/ImpsI think some (if not all) foraged items should have a chance to trigger spawning a gnomelike, impish creature which is essentially an anthropomorphised version of its corresponding forageable. These could act in a multitude of ways, for example:
More primitive/scaredy ones could become scared by the player, trying to run away, allowing the player to try to catch them and use the sprite as a sort of supercharged version of their normal, corresponding forageable... or perhaps let them go in exchange for a reward similar to the ones the intelligent ones give, or keep them as pets, if they're cute.
Aggressive ones could attack the player as they spawn, leading to a fight. Slaying these sprites could lead to the player butchering them and taking a unique item from their corpse, in the same manner as above.
More intelligent ones could greet the player in a friendly manner, offering to give/craft them an item unique the that type of sprite, in exchange for doing them a favour (i.e. give the player a quest), escorting them or simply taking a stroll with them through the forest/plains, their presence amplifying your foraging abilities leading to increased/more frequent output, doing a recreational activity with them such as smoking pipes, dancing or playing music with them for a good, temporary buff, etc. Angering or scaring the sprite by doing things wrong or trying to attack it could lead to it changing behaviour and instead acting like the ones above. These could potentially either be temporary figures, disappearing after the player does their bidding, or they could become more permanent ones, staying at a location for a while after the player finds them, the same sprite then popping up later, randomly, during foraging, allowing the player to create a more solid relationship with the sprite, leading to friendships, tying into the systems that Jorb and Loftar have mentioned that they have been working on for the current quest givers. Allowing them to be more tangible creatures that aren't exclusive to a certain player, but are instead shared, would hopefully lead to players trying to protect these sprites in order to reap their benefit and further their friendships with them.
Which types are aggressive and which types are friendly could be dictated by which type of forageable it is, or every forageable could just have the behaviour of the given sprite dictated at spawn, and perhaps scale the size of the model according to their behaviour.
An example of the visual I'm imagining:
High-end, more obscure forageablesExploring is fun, but with all forageables acting pretty much the same, it can get a bit dull. Making the forageables that require the player to be aware of their surroundings and do other things than simply walking up to the plant and picking it could be more fun.
One possibility could be things like insects. These are already kind of in the game, like the stag beetle, or the itsy bitsy spider, however, the stag beetle, while good, is very limited in where it spawns, and the itsy bitsy spider is just not very viable. I propose buffing the spider, and adding more items like it; ticks, insect eggs, cocoons, snails, butterflies, etc. These could all have different behaviours; butterflies perhaps be sitting on trees or other forageables and start flying when you get near, unless you sneak up on them, a la Animal Crossing, while a tick may bite itself onto you, appearing on your character model, and you would have to right-click on it to pull it off to avoid getting wounds and gaining a curio in the process (perhaps a pair of tweezers could be crafted to help in this purpose), trees could have birds nests that fall out when the trees are harvested or felled, leading to the player finding unique eggs, seeds or perhaps even lost trinkets and baubles (Runescape style), and so on.
Having forageables which can only be found at specific periods of the day, like the lady's mantle, are also a good idea. If weather is added at some point, this could support it even further.
All in all, I guess you could boil the latter down to " we need more forageables", but I felt like including it as well.