I don't mind farming failures, if they would go away as skill increased. Since there do not seem to be new actions or schemes to farming, there should be some thing to show for increasing skill. It does not seem to be coded that way though. Failures at 5 skill are about the same as at 30 skill. Like you do not fail making thread at a fairly low tailoring skill, the basic plant/water/fertilize actions should stop failing in the 10-20 skill range. Higher skill would reduce multiple levels of weeds/pests in a single action.

If that is too much trouble to code, no failures would improve the experience.

In my testing, it's one gut per fertilizer whether it is a hamster or bear guts.