Menus open in combata and CPU overtasking?
Both of these explanations are retarded. You can assign items to the hot keys for a reason. There is no reason to use multiple items out of an open inventory in combat. In the off chance that you need to pick up a new item and use it in the same battle, imp levequests etc., there is already a mechanic to use the story item from the quest descriptor on the right. I would much prefer a menu that blocked out my screen that I would only be able to access during periods of safety.
Further, the idea that you cannot display text because of limitations on the CPU pull is beyond insane. That is like saying that all shadow rendering should be disabled because low end PCs cannot handle it. No. You simply give options. If people over task their systems because they use a setting that their computer is incapable of, I see no difference if it is a list menu or a high end graphics setting. Let players decide what works and where they are willing to sacrifice.
Combine NQ & HQ in Inventory
Sorry if this has already been suggested, but can we please simplify NQ/HQ items? I like the existence of HQ ingredients, but every time I have to decide... do I keep the NQ ingredients, the HQ ingredients, both, neither? It's much more frustrating than fun or challenging.
My suggestion is that NQ and HQ items occupy one slot. The bottom left-hand number indicates how many NQ items you have, and the bottom right-hand number how many HQ items. One slot can hold up to 99 of both. Or combined with the idea of a list-view for inventory, this idea becomes even simpler to implement.
This would simplify much of the inventory system: don't have NQ on one page and HQ on another anymore. Can hold much more item types without having to expand inventory. Can transfer NQ and HQ both at same time between retainer and self, etc.