I hope, we will not interfere too much, because my upcoming mod will deal almost exclusively with inventory cleanup ;-)
Oh, actually there's also an item-transfer script included, but if you address this and it makes sense to combine both mods we might think about creating a super-mod from both

But anyway: there are 5,748,149 graphic mods for skyrim out there, so it wouldn't be a problem to have at least two interfering inventory mods for D:OS. I'm curious what you will offer!
Hardly anithing besides pure convenience additions
- bags with different icons to make searching for stored stuff easier (14 'categories' and hopefully I did not exaggerate too much with my icons, I'm a 'graphics illiterate' after all ;-)
- automatic moving of items to those bag when items are picked up (finally 'cleans out' all those keys from main inventory and automatically handles arrows and grenades ;-)
- transferal of many items at once by simply moving the bags between characters
- Homestead moved to Cyseal North Gate (the chests only of course) because everybody forgets about items 'Sent to Homestead' (similar logic as the bag logic, with 22 categories, all containers have unique looks ;-)
- 'Send to Homestead' enabled from the beginning (or almost, still needs a little bit of work) to make use of that convenience
- a full 'Cyseal Crafting Station' on Cecil's property (North Gate again), furnace, whetstone wheel, anvil, one barrel of each type, a wine cask, a beer keg, a 'distillery' and a special crafting statue. (I still have to find uses for some of those and recreate all recipes for the new Stats I use.)
- replacement of crafting tools which can no longer be accidently sold
- unbreakable lockpicks and disarm kits (because they completely overdid it with mines and traps in EE)
- traders who clean up their inventories regularly because I don't want so see all the crap I sold to them many levels before
(That should also make sure that the game no longer crashes due to item overflow as it did for me when EE came out, which required me to restart twice before while already having reached Hunter's Edge. I don't know, what their 'fix' was, I discovered some really strange things after the fix and I hope, their 'fix' was more than simply making more root templates stackable. Don't want to rely on that.)
- disabled 'Magic Pockets' for pickaxes and shovels because I find that annoying as hell
(added zero weight replacement tools instead so players no longer have good reasons not to carry them around.)
- mine respawn (people have asked for that before; works only as intended if timers in scripts are really attached to the object that starts them though, which I don't know and have to test yet)
- Blacksmithing 1 requirement for mining (Blacksmithing is already a stepchild in crafting, maybe because it was added late in development. Many recipes that fit much better with blacksmiths still require Crafting. Personal opinion however.)
- field beds (for regeneration, should be faster - and funnier - than regeneration skills ... and work for zombies as well)
- curved arrows and a curved fireball, although I know that some people will hate that ;-)
(still needs to be done for enemies)
- some 'fixes' where I found incomplete (in my eyes) code like blood stones not removing the new statuses introduced in EE, the grave behind Thelyron's house now also works for companions and still works for everybody after players made their decision to leave it alone, although it is nothing more but display of messages, but it's more consistent than currently
- some other things that don't come to my mind in this moment ?
Internal stuff that might be interesting for other modders
- many new root templates (like missing scrolls e.g., I added ALL scrolls actually, only to be able to disable the two wrong scroll recipes for water and fire scrolls - currently we still create Avatar of Fire from an empty water scroll, another change they forgot in EE. Not sure yet if I exchange ALL scrolls and skillbooks in the treasure tables.)
- change to a lot of existing root templates, mostly to enable their use in crafting (like real 'vials' for the popular dye recipes) or to be able to 'hide' them from crafting (currently, every spell scroll found in the game can actually be destroyed with crafting, which could for example completely lock out access to Hiberheim since the Rift Spell can be turned into any empty scroll if 'IsStoryItem' does not interfere here, but I doubt that.)
I guess your mod has another direction so we might not interfere. My changes to a lot of root templates would though I guess ;-)
I still have a lot to do like going over all existing recipes.
Still unsure if I should make ALL npcs immune to ROT because I personally can not find that funny.
(Sell Tenebrium to Braccus and wait until he is almost dead ? Although in his case, he has Blackrock.)
Might be funny the first time but after that it's probably more annoying. Would save every other modder from having to remember to add Blackrock 1 to new Stats. Easy change as well because ROT is exclusively applied by Osiris I think.)
Planned:
More love for zombies, difficulty adjustments (would not bother with anything but Tactician though).
Dreams:
- more than five quickslot pages ;-)
- Larian backporting additional APIs from DOS2 to EE because I'm very sceptical I will like version 2
- Building a 'knowledge base' in the forum because I don't expect Larian to ever give us sufficient documentation ;-)
(Which in my opinion is one if not THE major reason for the lack of mods when compared to other games. I love the great flexibility of the engine but it is really hard to have to figure out everything over and over again for yourself.)
BTW: maybe, since you are one of the 'scripter wizards' of the forum you could answer my question about Torch.itemScript I posted some time ago ? ;-)