I think you’re asking that we continue to refactor the code, which we’re doing, and continue to make the code more modular, which we’re doing, and continue to add more interesting mechanics, which we’re doing.
Where it runs into problems is the, “stop making content” part. Due to the way items and such are defined, it’s not really taking that much dev time to handle it. Halting content creation wouldn’t significantly accelerate the rest of development, since the people who are interested and capable of doing heavy-duty refactoring and modularization are doing so, and not working much if at all on content.
As for the streamlined and procedural food system you’re proposing, the setting of the game is contemporary, having specific food, recipes, etc instead of genericised versions of the same is part of the setting. People can feel free to develop a set of alternate items that are generic, and we’d support swapping them out, but the current reality-based items are what we want for the core game.
I don’t really follow about the monsters, do you mean go with procedural generation for those as well? If you have a more specific concept in mind than “generate them”, I’m all ears, but it’s not as simple as randomizing their stats.