I 100% agree that there is an inventory problem, but I disagree that the solution is "more inventory space". As anyone who has ever gained a fresh new grid of inventory space — whether via the discovery of their Saddlebag, the purchase of a new retainer, etc — can attest, having more inventory slots only temporarily solves the issue. In time, those slots fill up as well.
Thus, a far more effective solution would be to find out why there are so many items players are hesitant to get rid of and (where possible) alter game systems to alleviate these issues.
A few examples that readily jump to mind:
- There are plenty of clothes that are expensive.
- There are plenty of clothes that are time-consuming to get to drop from a dungeon.
- There are dozens of items for relic quest steps that occupy normal (non-quest) inventory slots.
- There are plenty of tokens from raids/Extremes that many players can't easily replace if they don't have friends/FC's/etc to help them quickly farm new ones on-demand.
The commonality between all of the above is that if you don't hold onto it, there will be a cost to replacing it when you want it. So the game incentivizes you to hold onto it.
But there are numerous solutions to all of these issues. Put together a Wardrobe system like WoW (ie - the Armoire for every wearable). Consolidate the number of different types of items needed for relic quests (ie - do we truly need an inventory slot for green memories and blue memories and red memories, etc), or better yet, make them quest items that live in the quest inventory. Have tokens from raids get treated like tokens from Tribes. Or something else; there are plenty of ways to reduce the amount of items that demand your space.
The point is, inventory has the issues it does because there are so many items that players quite reasonably feel pressured to hold onto. If you find out why that is and can alleviate those pressures, that's the most effective and long-term way to mitigate inventory problems.