I am currently playing with a fungal artist, and the collecting-killing-seeding-waiting-picking cycle is a bit too tedious, in my opinion. Feels too much like grinding. Perhaps collecting should be left out entirely, and seeding converted into a direct skill: You just left click on a corpse with the lvl 1 skill activated? Alternatively, either collecting, seeding or both could be automatic. While we are on the topic of Fungal Arts, it seems to me, the Slime is a bit overpowered: on the first level you are almost unkillable with that minion and specially compared to the relative uselessness of the Mushroom Beast, which is, after all, a level 6 skill, the highest of the shroom trade.
This is probably going to happen anyway. The devs know that it's tedious and are probably going to put it on a on-death effect to create mushrooms.
That would be pretty easy to code in the XML, I think. targetKillEffectBuff="Shroomspawn" Shroomspawn being a summonitemfromlist command with the mushrooms listed. That sounds MUCH better than the current Spore setup. It does make Patches of Dirt useless, though.
But I love using extra spores to make lutefisk! Seriously though the change i would make would to be for every corpse you kill having an increasing chance (based on level), as if you were shedding spores. To balance it out, might have to be based on range the corpse had from you when it died (so that Area of Effect spells in monsters zoos weren't littered with mushrooms) Something like: Chance to spawn a mushroom= [(Fungal Arts Level*10)/(Player distance from the corpse when it dies)]% That way melee characters with maxed fungal arts would be getting a shroom every other corpse (on average). Which makes sense since Fungal is a Rogue school anyway, and melee need the shrooms more than ranged.