dtgreene: * Requiring you to keep track of ammunition, when it is not balanced as a limiting factor.
I see this problem in many games, including TES games (except Arena) and the Infinity Engine games. It makes me not want to use ranged weapons in those games.
toxicTom: Not sure I follow you. I've played through Oblivion and Skyrim as "sneak/bowman" character (=sniper) and the choice of arrows for enemies is actually pretty meaningful. Will you choose the "cheap" ones which don't do that much damage, but are available in abundance (often in loot) or will you use rare Ebony or Glass arrows which have a hefty impact but are pretty hard to replace (if you can't pick them up after the fight).
That's even more true in BG where you really can't get your ammo back. Use those 4 acid arrows in a tougher fight, or save them for later?
The problem is that, when it comes to the more common types of arrows, they're so common that their availablity does not work as a limiting factor, and having to keep track of them makes inventory management much more of a pain than it should be. It wouldn't be so bad if one of the following were true:
1. Inventory space had no limiting factor. This would mean removing any limits on inventory capacity or weight, and would only work if common arrows were really common (as in, enemies would constantly drop them) and not capped at 99.
2. Common ammunition were removed from the game; instead, the game would let you shoot even if you had no arrows equipped.
We could still have rare arrows that are limited in supply, but they need to be powerful enough to warrant the use of a limited resource; a measly 5% hit bonus and 1 extra point of damage, for example, does not.
I note that, in Oblivion, you can easily use magic, which regenerates on its own, for ranged attacks, instead of having to use bows, whose arrows do not regenerate on their own.
I could also point out that Ultima 5, 6, and I believe 7 have this issue as well; in U5 I end up giving everyone magic axes (and before that, slings) since they don't have ammo limitations, while in U6 I tend to use boomerangs a lot. The games in question (at least U5 and U6) don't even have any special arrows that would make ammo management have any benefit.
Incidentally, I also have this problem with reagents in Ultima games (starting with 4); the need for reagents made certain spells (Missile and Open in U4) useless, for example.
There's also an issue with consumables in other games as well; any consumable should either be easy to get or significantly stronger than anything that is easy to get. For example, in Final Fantasy 4 and 6, X-Potions are rarer than they should be; they really should be buyable (especially in FF4 where you can buy Elixirs, which are more powerful). In FF2, consumables are way too expensive, particularly when you have to equip them in advance and your inventory has something like only 31 slots, way too many of which are permanently taken up by quest items.