ussnorway: as a coder is really hard to fix something in act 1 when that may also be the code that breaks another thing in act 3 or needs yet more code that was dropped from the game to meat a deadline
Yeah I can't imagine the headache (especially with a game this big). I don't begrudge them at all.
As for efficient vs. lazy coding, I meant that it seems to me it'd be more efficient to just allocate a huge chunk of memory for inventory then sort of map different areas of that memory to different containers (instead of destroying/reallocating memory for new pouches/backpacks/burlap sacks/etc). It's just speculation though - I've never created an inventory system for a game. Maybe it doesn't matter.