I am currently irritated by our equipment slots system.
I feel like I understand its purpose as far as questing goes... doesn't make sense for folks to be a walking armory, right? But the way it is implemented seems to run contrary to the purpose, which is to facilitate RP.
For instance, my bard, Aerin, bought a writing kit, to have stuff to write down songs, etc. She didn't have to, I could have just RP'd her writing, but it struck me as fun and incentive to patronize the GS, offer RP to an employee, etc. Had I been thinking in terms of questing, though, that would have been stupid... just say you have it in a scene, and save those slots for something you might need on an adventure.
I'm currently in the process of having Aerin buy a wagon and horses for her Mistresses and slave sisters to travel around with. It's a cool little character moment, and its getting derailed by the fact that four horses to pull the thing is a LOT of slots to sell.
That doesn't make even questing sense. If you have a horse, shouldn't you be able to carry MORE stuff, rather than less? Same with slaves.
What I would propose is a system variable that you can use in Des to mark whether an item is equipped or unequipped. That way, there's nothing stopping people from buying a whole mess of weapons and armor and picking what suits them for any individual quest. All it allows is more RP opportunities at the shops and more ways to spend those mhls.
If you wanted to get REALLY fancy with it, we could also institute a system where the number of things stored by the player are dependent on their living situation. A vagabond can only keep what they can carry, someone with a room at the INN or CVC could keep maybe a chest worth of stuff, houses add more storage (A reason to spring for the basement beyond sex dungeon!) etc etc etc.
It gets people to expand their opportunities by participating in the world, rather than the abstract process of adding equip slots via lvl up.
Just a thought.