This sounds like a case of the Pot calling the Kettle Black. .
The difference, as I already pointed, is that I actually know what I'm talking about, so I'm not making absurd claims like "the entire game should be redesigned to adjust for 6 slots".
No, it shouldn't.
It should be adjusted in balance and UI, sure. Which is hardly a big fuss when both are currently works in progress, anyway.
+1 to this
Seems to me like a lot of people just want to play the game the same way they've played others in the past, rather than put the effort in to learn a new system
It's almost like we actually played several of them across the years and we know what we like the most. After 30 years playing a genre you tend to learn what works and what doesn't.
I mean, I called out Larian on the random loot being shit in DOS 1 and the need to change it for the sequel. They didn't because they liked their idea of having randomized itemization.
Guess what? Loot turned out to be one of the shittiest aspects of a potential modern classic like DOS2. One that almost single-handedly ruined the sense of progression and discovery across the entire game and declassed it by one tier. Even worse than I predicted, in practice, because the scaling was also crazy.
BG3 in an incomplete alpha build has already a better itemization than Original Sin ever did. Let's hope it will improve across the game rather than getting worse like it did in DOS 2.
D&D is a far less chaotic/erratic system than the one used in Divinity (where EVERY class had crazy mobility and could use multiple abilities per turn, so I somewhat defended their choice to stick to 4 men parties then) and what's more important six-men party in this system have been broadly tested in practical scenarios for years. They even have systems in place to quickly adjust the difficulty of an encounter based on the party facing it, if you want the quick and cheap solution to an imaginary problem.