I voted for Yeah, sure.
Here is why. I think spoilage would be a welcome addition to a survival game. To me survival is about not dying in its most strictest sense. I am very happy to welcome something to this game that puts a pin in each of these things needed for survival. As a culinary professional and a prepper, I am all too keenly aware of what that means. However, I am not entirely putting all my dukes in a bag for hyper realism. I'd like something that is a bit more nuanced than the food poisoning system we currently have. I have noted that TFP are looking into and expanding on food buffs/debuffs and im interested in seeing what they are going for.
Things I don't like about the current system: 1. Too easy to just eat more and the cost ends up being in food. 2. A buddy of mine plays a hybrid STR / FORT build and he perked out Master Chef but not until he filled a chest to the brim with stacks of food that will never spoil, and got his points back from those perks. 3. Iron Gut is one of those perks that gets vividly overlooked.
I'd like to propose the idea that perhaps looping Iron Gut and Cooking could operate well in the same perk line. Not only would a person be good at coming up with proper cooking techniques, but should also be keenly aware of the risks of eating spoiled food.
In addition to this, I'd also like to see a change in how looted cooking recipes are doled out. Common recipes for simple things are stupidly common in households, bookstores, magazine racks, and printed on cards in supermarkets. That idea should be touched upon.
More recipes are also nice, but also could consider the notion that a number of these could be rare and also loot only, like Super Corn.
I also would love to hear the reason why canned/tin beans are not implemented. This is a missed opportunity here. We have chili, but no beans? *squints*
There's also a number of other things that I would love to see implemented, but this goes towards the hyperrealistic. I assume right now in this game, having access to working refrigeration technology would be ultimate luxury. However, smoking and curing came long before all this. Nitrates are already in the game. Salt and nitrates are preservatives and are the basis of curing process. Smoking also uses (specific kinds of) wood. Wood exists already in the game. So, add salt and you have access to the basics of BOTH.
Next thing I'd look into is fish. With the amount of waterfront property in this game now, I would welcome fish as a new and semi-plentiful meat type.
And then finally, in places where water is hard to find and somewhat gross to drink out of toilets, why not implement rain barrels to catch water? Rain already exists in game, and the harvesting of condensation is one of those things that is basic survival 101. I would gratefully welcome it as part of a wider strategy of gathering resources, even if its slow going.
I would also like to echo RipClaw's suggestion about food spoilage that can be turned into composting for fertilizer.
There is also a teeeeeeeeeny bit of a prepper snob in me that would very much enjoy a separate perk line for bushcraft, which would include basic camp cooking, survival, and quality of primitive tools, but again.. this is just me being optimistic.