Magic Pockets is literally a 1:1 carryover from DOS:2. It was called the same thing there too, and worked exactly the same way. I don't expect that to change on a mechanical level, because I suspect it's intrinsically tied to what Tuco calls the 'toilet chain' system, and both are systems largely designed for multiplayer functionality above all else. The system makes complete sense when you look at it from a multiplayer standpoint, but it's absolutely awful from a single player standpoint. I feel like a lot of current UI/control design only really make sense if things are being internally tested mostly in multiplayer sessions rather than single player.
Just a question before I answer this interresting thread.
Why would it be a problem in MP if there were only a big shared inventory ?
Not sure how it works in MP but can't you pick (or give) in everyone's inventory ? If you can, isn't there an option to lock our inventory ?