As said before, things might look like they are equal, but they would stack if they were really absolutely equal. So the difference might not have been 'obvious', but it was there.
Take pumpkins for example, there were (or are, because EE is not yet totally dead) three different types, two of those use the same icon, and I guess this is what's meant by 'obvious', but all have different stats. So they cannot stack. (I'm not quite sure but I believe there are even three different root templates for pumpkins.)
If you want a consolidation, not much speaks against that. There is not really a need to have a 'pumpkin' and a 'pumpkin part' if the differentiation is internal only and not made use of in the game at all (if potential plans were abandoned) ... and if they even end up with the exact same name and icon in the final game. Something might have been planned at some point, but was never begun or finished.
Version 1 tells some 'development history' or 'evolution' in many many places. Cleanup always takes a lot of time and that was something Larian did not have.
Looks like they have even less for version 2.
@Abraxas: exactly. I think the actualy objects only save a delta to the root template which makes it easier to determine stackability. (This delta was left over for candles when the %StartLit parameter default changed. But if would have been a lot of work to adjust every candle. Obviously Larian does not have Norbyte's tool ;-)
Last edited by FrauBlake; 24/10/16 03:20 PM.