2. The amount you can eat in a day will be limited to 8 kilos. This means you can heal 120% using onions and even more using more potent healing foods, but in the other hand it will prevent people from eating say, 20 kilos of grass or sugar.
3. 100 % drunkenness means a person has passed out and will be unable to do most things. Drunkenness will decrease with time.
4. Healing will still happen directly after the healing food was consumed. The ability to eat more than necessary will be due to point 6 and to allow eating for rp reasons (now you can finally have that ice cream and cookies without having to hit yourself).
5. Food that has been eaten will go into a "stomach" and will be purged at the eating tick. If a person has eaten a sufficient amount of daily foods manually, they won't eat automatically nor get hungry because their hunger has already been satiated. People who haven't eaten enough manually will still eat automatically.
6. The amount of grams needed to get to full health or to zero tiredness will be hidden. Instead it will show how much of your stomach capacity is available. This is mainly because enabling resources that serve multiple functions (healing/energy/drunkenness) and also enabling eating when you don't technically need it would be a coding/display nightmare. You can still access the healing values in the wiki, but you won't be able to see the exact grams needed, so it will put an end to the
If you don't want to use the wiki, you can find out ingame through experimentation. The event won't say how much your health/tiredness/drunkenness changed, but you can check the meters on the character description page. If you want to be a cheapskate, you can eat 1 gram at a time and check after each eating, but I assume most people will learn to approximate.X gives you 1 gram of healing food.
X says: "Eat this and let me know how many grams you need exactly."