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With randy the critical limit is higher. Definitely close to impossible on the higher levels or on the other storytellers but on medium randy it's pretty easy to get 30+.
Regardless of the number, I think my point still stands. I guess it's fine if you're playing casually and/or lower difficulty you have pawns laying around, but I personally always have work to give my colonists to keep the base prepared for threats. Especially with large bases and higher difficulties, you tend to burn through a lot of resources to keep ur pawns alive.
If you have a colony that big, you won't have trouble getting enough colonists to do the work. When any colony I have grows past 6, I have less work available per colonist. If you have 30 colonists, you won't have enough work to keep them busy, and they'll spend lots of extra time just idling around. You'll have plenty to help with farming at that point.
Also, the game is specifically designed to make growth past 15 extremely difficult except with Randy, so your arbitrary "30+" won't apply to a lot of colonies.
And honestly, I think you're thinking too low of a scale. One dedicated grower for a large colony is definitely not enough. I consider a late-game colony as 30+. At that stage, you want to minimize the amount of growers required to support your colony so that a larger percentage of your colony is dedicated towards producing higher value goods. Minimizing the number of dedicated growers involves maximizing the amount they are each able to grow. Rice reduces the number of hydroponics but that's a one time fixed cost. Pawn time and increasing nutrition work efficiency is far more important late game.
But arguably, if given the opportunity to utilize the longer growing period crops, they are a safer option as with the lower work costs you're able to build a larger buffer. But the decision is ultimately up to the player.