Don't remember this one suggested, though that doesn't mean it wasn't, but meh.
Being sometimes deprived of all souces of entertainment except my GBA, I have played a roguelike called POWDER, and there I saw a feature that would somewhat reduce the hassle with making throwing side-weapons for adventure mode.
It's what I call "quiver markup", and it basically means that you can go to your inventory, designate ANY item in there as ammo, and then use the "Fire" button to launch any one of them using whatever is available.
The system prefers items that have specific damage, and items that match a weapon in your hand, so you won't be lobbing excess boots when you have bolts for your crossbow, and will rather switch to available throwing knives when those run out. Also, any item that was once quivered retains that setting, so when you pick it up, you don't have to quiver it again.
The benefit is, of course, easily setting up batches of rocks and other items to lob at enemies later, with literally "a press of a button".
The side effect is having to manually quiver up arrows that you pick up, unless a sort of "autoquiver" tag is implemented for weapons, that will quiver those automatically as you pick them up.
I've no idea as to actual implementation, or how theoretically difficult it could be (though I can guess), so I'm just throwing the idea out there. Discuss.