Originally Posted by grysqrl
The goal with any system in a game shouldn't be "well, this isn't too annoying, people should be able to deal" it should be "this is fun and creates interesting choices or experiences for the player". The mini-game of managing your collection of lockpicks and trap disarm kits is neither interesting nor fun; it's tedious and adds two more things that clog up your inventory. Why include it in the game?

The most practical reason I can think of is so that you can't just infinitely try to pick a lock over and over until you get it right, but there are almost certainly better ways to deal with this. For example, every time you fail, have a chance of breaking the lock so that you can never open it (even with the key). This turns picking locks from bookkeeping into an interesting risk.

Similarly for disarming traps - the issue shouldn't be "am I carrying enough of this standard kit that's lying around everywhere?" That's not an interesting problem to solve for a player. Create interesting choices with your traps: Do I try to navigate around it? Do I try to disarm it? Do I try to set it off from across the room? Do I try to lure my enemy into it? What are the benefits and pitfalls of each of these options?

Have locks and traps create interesting decisions or get rid of them. Having consumable lockpicks and trap disarm kits is a lazy and boring way to interact with these things.

You cannot be more correct. Cluttering an already cluttered inventory system is not the answer.