...
What a load of cr@p... items system in pytfall includes (besides the usual icons/price/slots and etc.):
- Modifying stats (min/max/mod) guided by a very complex system.
- Modifying skills through 5 fields.
- Adding/removing traits.
- Auto-equipping system (very complex btw + about to get worse if I actually manage to pull off sets and decide to check for that).
- Auto-buying system.
- Ways to add them to areas in exploration.
- Ways to win them in the area.
- Adding/Removing spells.
- Filtering based on sex.
- Sorting logic for slots: (misc, consumable, equipable).
- Adding/Removing effects. (we do have this, just not enough effects)
- Dealing with stat-growth while being maxed-out, true/added by items traits, traits memory on removal of items and making sure that items don't take stats with them after a max-out. (WM/Most games don't have even this btw.)
- Sorting by locations (shops, arena, se and etc.)
- Maximum stats allowed (reminds me:
Add max to skills as well!)
- Type tracking.
- Blocking effects for x amount of days for consumables.
- Reusable/self-desctructing items for misc.
- Different rules for Slaves and Freefolk.
- Quest items.
- Gift items.
- Unique items.
...
- Area effects such as for a building, types, all girls (possibly even gamewide, I don't remember).
- Items transfer screen (personal or building-wide).
- Equipping items from Characters or directly from MCs inventory.
- Paging + Filtering system.
- Actual auto-equip logic during SE.
- Girls go on shopping tours and game reports what they've bought.
- Add gold/experience.
- Poison over overeating.
Pff... it's f#cked up

I wonder how useful could be a new field that can multiply current stats just like we already do with skills... I'm afraid that max values will negate its usefulness.
Prolly not very useful.