So one of the common complaints this test were where a person (or people) have gone berzerk on a street and it's become over crowded with wildlife. Its certainly an attention grabber when people go WOW... as their browser crashes. It's a waste of the developers' time and resources when they have to go in and remove a few because it's having a severe effect on the wider community. Well here's the other half of the tree debate... someone has the power to create, but the community has little power to destroy.
Technical and courtesy issues aside, what to do? Here are some of my thoughts...
1) Put things in balance. A single player can create an unlimited number of animals in a space... but as players we can only move one pig. It takes a massive player effort to undo the effects, and we only stand a chance with pigs. Personally I prefer it when things are skill-linked and expand as you learn more... since Animal Husbandry comes in after Animal Kinship 4, maybe you can only create 4 pigs/butterflies/chickens a day... with an increase each time you obtain an additional AK skill. Equally, you can only move that many animals of a type in a day (for now just pigs) but I'd prefer a 2x on the move.
1a) The 1x per street per lifetime is hugely crippling, and highly annoying. At home, I put a pig in one room.. then changed my mind and wanted to re-purpose the room, so I moved it. I hated the changes and wanted to move the pig again and I can't. Also, players buying pre-owned homes were having a bit of trouble, and shouldn't need to request a developer to come by and remove unwanted wildlife. I have to get someone to come by to move it for me. Can we get that to 1x per street per *day* perhaps?
2) Give us a way - as players - to help out with the butterflies and chickens. We've been begging for a butterfly net for ages, and here's another great reason for it. It doesn't even have to be an in-game thing carried around, just a picture in the inventory and a small 'working' action like milking or nibble. How about a portable chicken coop and chicken bait? Butterfly Lotion could double as "bait".
3) Give players the ability to make use of the 'caught' items. Perhaps processing a pig or chicken gives you a higher volume of meat, and processing a butterfly gives you a dust of some sort... maybe that dust is used in advanced teleportation or levitation, or maybe you sprinkle it on food to boost the effectiveness.... now you've got a whole bunch of advanced skill and skill tie-in (animal kinship / cooking) avenues.
(Edited to add an after-thought)
4) Put a max on the per-room creation. When the player goes to release the 100th 'object' they get a message saying 'no more can be created here'. Marylpole had 640+ pigs at one point during the test.. not joking.... but I think that was a bug not a player.