We've been developing, and here's what's new.
Natural Alchemy: Fish, Herbs, Animals, Dug Clay, Quarried Stones and Water have slight, natural alchemical properties, varying over different areas in ways that are individual to each type of animal, herb, fish or mineral. I.e. Waxing Toadstools have a "alchemy field" of their own, different from the field affecting Lavender Blewits, and Beavers have a field different from that used for Deer.
Potted Plant Alchemy: Each generation of potted plants -- including trees -- now have their alchemy values randomized slightly, mixed with the alchemy values of the Gardening Pot, the Humus and the Water.
Field Alchemy: The humus used to prepare fields for planting -- i.e. not fertilizers applied after planting -- now modify the purity of the crop produced. It is worth noting that the way seeds and humus modify each other is harshly biased against alchemy compositions wildly differing in purity. Seeds and humus more similar in elements will coexist much better. If you plant very pure seeds in very unpure soil, expect very unpure results.
Compost Alchemy: Alchemy of humus produced is now determined by the materials thrown into the compost, modified by the alchemy of the compost itself. The Alchemy of the Compost is determined by the Alchemy of the materials used to build it, with the boards being more important than the nails.
Proficiencies and Alchemy: The alchemical purity of an item your character acquires from the wild is capped by his proficiency values.
Frontier & Wilderness caps Fish
Hunting & Gathering caps Foraged herbs
Mines & Mountains caps Quarried stone and foraged minerals
Pots & Pans caps Dug-out, natural clay.
New Skill: Theology
Priestly Garments
Church now Requires Theology
This is a first inroad into alchemy. Expect more.