I've only been playing for two days and I'm only level 12 so maybe it will make more sense to me in higher levels, but right now I see no benefit or use to having the token or talent slots on items. It slows the game down, it makes juggling items a laborious and "un-fun" task, and it doesn't seem to have a benefit. You have crafted a challenging, elegant and streamlined game for everything but the inventory system. Maybe if you add some gear memory slots so we can set up different builds and save them and then load them with a click of the button, similar to the wow talent system (because thats really what it is) that would help with things.
I heavily disagree the token system makes it incredibly fun as you can't just throw on the best gear you have at all times. The second part of your post on the other hand i agree with give me loadable setups even if it is based on partybbcode loading and stuff like that.
Ehh . . . I think your frustration is misdirected. It's unlikely such a fundamental part of gameplay would be REMOVED at this point. Both of your recent suggestion threads come across as "I don't like the main features of this game, please change them," but I believe your main concern isn't with these features: rather with the last point you make, that we need "saved builds" in this game. Yes, this is absolutely true, and it would solve a lot of problems. It also is coming. If you click on the arrow here, you'll see three developers in a row report how much they want this feature: Blaming the rest of these systems really misses the point. Your other thread (about limiting character level) brings up a common question, as it's a pretty unusual system, tying together different parts of game balance which not too many people have done. But power tokens are a "constraints" mechanic, like the inoffensive constraints that say "you must level-up before you can use a second weapon." It's even a pretty clever one, being basically a malleable "level restriction" sort of deal: with it, they can decide just how many copies of Card X you can carry at (say) multiplayer level. Earning a new token means "awesome, now what high-powered item do I want to use THIS time?" Of course it's fun (if you like this sort of thing at all), and, in general, I've never seen a better system for power balance. Saved "builds" are a different matter, and are basically essential for making all these different systems easy-to-use. Jon has long said that he needs to get them into the game.