If you have a food for each character, it kind of takes the novelty out of it in game play, unless food is the main focus of the game. Basically, you would have to write it into the story pretty flawlessly, with the plot revolving around food in some major way, and balance it exceptionally well with other items, states, skills, etc.
Speaking of which, I think the better option would be, rather than having them all be healing items, have the foods give actor specific skills, buffs, states, or healing. That way, the mechanic doesn't get worn out. You basically ALWAYS need to heal, but if an apple give Randy Motorface a special water elemental reflection buff, and he happens to be up against some pretty hardcore Tsunami Ants that are predominantly water magic users, then Randy's probably gonna want an apple in his inventory around then. Or maybe Cecily Toeknuckle gets a super attack skill that's only available for 3 actions, and only if she meets the TP requirement, after she eats some lasagna. Using the foods in this way will keep it dynamic and fun, especially if the foods are only rare drops, quest rewards, and very expensive items.
This is coming strictly from a player perspective, because lord knows implementing all of that would be tedious, but in the end I think it would greatly improve the overall enjoyment of that function. Good luck!