You mean you'd like to start with one or no types of magic rather than everything? The statistician in you might have to wait for the game to be much further along before we start... ordering things. Then again, when the game is that far along, we'll all be in nursing homes.
The tree inventory is a little awkward just because when you set up your firing actions, the action would need to point at some kind of extra node for the "24 arrows", so that you wouldn't have to keep redesignating ammo and at the same time wouldn't fire things you don't want to fire. The node would amount to the item stacks I'm talking about (which are just lists of items)... I guess it's all the same thing. I don't need to add containers to do stacks of items, it's just roughly equivalent (since containers are just an item with a list of items in it) so I'd thought I'd save time instead of double-coding everything. The real release-delay issues are more like (1) generally super-busy this quarter (2) making projectiles behave quickly yet sensibly is annoying since I've never written a doom-style game with lots of 3D line intersections etc. (3) clothing sucks, and (4) maybe there are just too many items on the release list.
Perhaps I should break this release into two pieces to keep it workable. Clearly it was a bit overambitious. Or at least, I should aim for some kind of prerelease-able point so that people can shoot things and find bugs at the same time. Then I can work on actually building clothes from dead animals after that, since that will be a whole new can of worms... not that worms yet infest dead animals...