This idea came me while clearing land for a farming district.
Instead of having basic (and irrigated) farms as huge single buildings, it would be much more fun to have the mechanic work similar to how forestry works.
There would be a farm building (like the control towers) and a handful of farming vehicles (combines, seeders and maybe plows). The player can then dessignate planting areas just like with the forestry mechanic.
The irrigation could be handled by buildings that either water a circular area around them or alternatively irrigation pipelines that irrigate up to a certain distance away from them.
Greenhouses could still work the same way they do now, as a late-game alternative.
In my oppinion this would be much more fun than just tediously trying to squeeze these giant rectangular buildings into the environment.
Farming mechanic similar to forestry
Such mechanics already has precedent in the game in the form of cities. Add as many farming areas as you need, like they are city blocks, then add as many storages as you need, then add water and fertilizer inputs...
This is going to help massively with controlling production speed more precisely instead of a huge farm overproducing all the time. And solve other issues as well: 4-field rotations is troublesome because you have only one loose and one item output, so it limits you to two products. Dynamically adjusted farms could bypass that, just add 4 separate storages.
This would be great for small farms in otherwise unusable chunks of land without excessive terraforming. Fertilizer and water could be added via input points in farm buildings. You would probably have to re-wok yield mechanics and make it dependent on a harvester rather than all being produced at one.