That idea of quest-management goes hand-in-hand with something that almost everybody takes umbrage with on different levels - the whole "You are over encumbered" prompt, meaning that despite working your armoured spikes off you can't actually return back to town with many battle's various spoils. Some fans appreciated the 'realism' in ensuring you only stock up on a limited amount of items, along with the idea that if you were planning on slaying a dragon you'd offload and open up your inventory beforehand, knowing you'd be filling it full of bones later on. The problem with this was that dragons spawn at any time, making for a pretty sudden roadblock to your enjoyment if you scrape through the battle only to find you're stuck balancing equipment with riches. We propose either a total removal of being over-encumbered in the first place - instead place a weight limit only on what's actively equipped if absolutely necessary - along with making the vast majority of ancillary or support items weightless. No one likes being slowed to a crawl because they decided to pick up a couple of extra items for a potion that'll be brewed later. Lastly the interfacing between in-game utility and the vast array of what's inside the inventory itself. For the most part in Skyrim you were either assigning hotkeys to items that could be triggered later - something that occasionally glitched out and disappeared anyway - or you were jumping back into the menus to neck a few potions mid-fight. Deck13's Lords of the Fallen actually had a pretty slick idea in having dedicated buttons left to weapons, spells and items, favourited ones of which you would cycle through when in combat, and hold to use. Something very similar would make for a much more seamless exploration and combat experience throughout.