Farming is work! Using magic can do a lot to improve efficiency, much like industrialization can in non-magical ways. I've divided the most relevant spells I could think of into some broad categories of farm work:
Field and Equipment Preparation
Fabricate (4th level spell)
- Create tools and equipment
- In some cases harvest and process in one step
Move Earth (6th level spell)
Prepare soil (includes tilling, plowing, mixing to evenly distribute
nutrients)
Prepare high-labor growing areas (like rice paddies) more easily
Stone Shape (4th level spell)
- Equipment production, especially precise irrigation systems
Create Food and Water (3rd level spell)
Easily produce water for irrigation
Create fertilizer precursor material, possibly with precise chemical
characteristics
Create or Destroy Water (1st level spell)
- Create large volumes of water alone
Levitate (2nd level spell)
Lift large weights for loading and transport
Move water into a position for passive irrigation systems
Potential power generation, with some other setup
Field Work
Guidance (Cantrip)
- Better execution of all tasks (may be awkward to scale)
Speak with Animals (1sts level spell)
Conjure Animals (3rd level spell)
- More workers, suitable to a variety of tasks
Conjure Elemental (5th level spell, Earth elemental specifically)
- Helpful for dealing efficiently with burrowing pests like voles or
gophers
Unseen Servant (1st level spell, ritual)
Animate Objects (5th level spell)
Workers, especially for specialty tasks (think magical machinery)
Workers, especially for finely detailed tasks (workers can be tiny)
Alter Self (2nd level spell)
- Always have the ideal physical form and scale for field tasks
Freedom of Movement (4th level spell)
- Easier to move through the fields, which may be very helpful with
certain crops
Druidcraft (Cantrip)
- Potentially a quick, effective method of harvesting crops (very
crop-dependent)
Growing Conditions
Dancing Lights/Light/Continual Flame/Daylight (Various spell levels)
- Provides light, which can supplement light on days with poor weather
or extend light during non-ideal growing seasons
- Unclear if the light is useful for plants, though Daylight likely
is
Plant Growth (3rd level spell)
Control Winds (5th level spell)
Control Weather (8th level spell)
Enforce ideal growing conditions for crops
Can customize weather within 5-mile blocks for crops with different
needs
Can extend the conditions of crops' ideal growing season indefinitely