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its only +1 meds a day over normal herbalism , sure if you need a herbalist for your build then go for it, but if you dont plan to be using that herbalism its terrible.
When you go to 12 you get all the relevant skills anyway. Nulling out the Meds upkeep and having an early Gardening skill from the start is just convenient enough to do so - but I wouldn't click for hours to get one, that's for sure. I am happy when I get it, but the three others I want to have are Scrum, Recycling and Sleep Psychology. There is even one left over for anything else after the 7 "essentials" have been covered, and I usually go for Plumbing on that one, but maybe I'll go for Sewing one time. Could be neat.