At this point in the evolution of the game, I see no reason to have Tom offer anything other than 9 items. I imagine that when SC first developed him, the options made sense. (
Do I remember him offering as few as 4 items a long while back?) Originally, the options may have been a meaningful part of the resource management model rewarding those who paid attention to detail and logged in frequently.
As I read it, here are the excuses for offering less than the maximum:
- New farmers who may not have been able to afford 9 of the items
- Those of us who didn't pay attention to item price and hadn't figured out that buying things from Tom was always a bargain (same folks who maybe assumed that the Daily Deal in the newspaper really is a bargain)
- Encourage sticking around--or coming back every two minutes--to get a better offer
At this point, there are plenty of other features that require decision-making.
Dealing with Tom's options is just annoying. There is plenty of drama and adrenaline involved in trying to get the most out of the time he on the payroll.
For those who change their minds after sending him on his initial run, he could still come back and offer a choice of accepting or rejecting what he brought.