Granted, it probably is a better route to take than nerfing vanilla mechanics and requiring people to craft up to a hundred blocks for a decently sized tree farm.
I just don't see how using a multifarm is more fun, or otherwise better, than MFR's setup? Steve's Carts are different, since they work in a unique way. It just went a bit gregtastic recently.
To me it actually seems that modders (as far as tree farms are concerned) have been doing the opposite of what you describe. Altering their setups in a way that to many players probably spells out "are you looking for viable alternatives yet?"
I'm not sure what GregTech has to do with a discussion regarding tree farms...?
The point I was making is: Forestry's multifarm is not in any way, shape or form bad. Yet we have people running around telling newcomers that they are "weak" or "crap" or other such tomfoolery, because when MFR joined the modpacks, it made available a setup that costs less to build, and generates output comparable to an upgraded multifarm without the need to upgrade it.
That doesn't make multifarms "crap". It simply makes MFR better for getting infinite fuel with as little actual gameplay involved as possible.
It's oddly reminiscent of half ayear ago when Steve's Carts was all the rage. Again because it cost less to build and generated high output off the bat. Then VSWE went and gave it a well-needed toning down, and suddenly the Steve's Carts fan camp is a ghost town. 95% of all people who ever touched the mod did so only because of its broken tree farm, and when it stopped being broken they all left in a huff. Heck, it took 10 posts in this thread for someone to even mention that yes, it still exists.