@ForkTong - Wow, you guys are even checking and responding to the forums on the weekend - I'm impressed! I completely understand that placing loot in such a huge world by hand this late in development is probably out of the question, and apparently from your response, assigning loot categories (like Neanikos suggested, and which I think would be a great alternative) may also be too much. But I do hope you find a way to at least address two major issues (or as I would say, problems):

1) Finding loot that's completely out of place. Again, I think of the example of the silver ore/eyeballs in containers in town - I don't remember exactly where these happened, but these and many other similar goofy things did occur during my playthrough.

2) The whole concept of scaling equipment to the player's level. I'm not saying it's as bad as the "bandits in glass armor" thing with Oblivion (ugh!), but for a game that you're so passionately attempting to make as immersive as possible, it seems completely out of place to have loot scaling. Again, it goes back to the basic notion of a game world that should exist independent of/around the player, and not because of/for the player.

Anyway, thanks for the input. I'll of course be thrilled if you implement at least some of my suggested changes in the original post over following releases (especially the improvements to the inventory/trading interfaces), but whatever happens, D:OS looks like it's going to be fun. Cheers!