Thanks for all your feedback, nenjin, it's very useful for me to have someone to bounce ideas off of. UI isn't a very glorious part of game design, but it's a very important one. LCS is notorious for its difficult interface, and I really want to ensure ZSS doesn't inherit that problem.
I'm pretty happy with how it turned out. It could certainly be a lot better (including easy cosmetic things like subdividing the character sheet visually instead of just randomly plopping text down), but it's functional, fairly reasonable on the eyes, and hopefully very usable, all things I'm very glad for. I'm not sure if I want to have skill caps tied to attributes; this is open to revision if I elect to incorporate variable skill caps. It's a cool mechanic in LCS, but it's another one of those things that feels like it's something to look at later if I have time, rather than something worth investing effort into when the basic game still needs to come together.
I have various more significant improvements in mind, such as the ability to reskin the character's entry in the list, tinting it red, blue, yellow, green, or whatever based on any criteria you prefer, highlighting skills relevant to the task at hand, and tooltips on attribute and skill text. Those are all secondary though, and I'm ready to set this aside and focus on the next screen.
I think I'll tackle the map screen next. What I have in mind is a moderately zoomed-in map of the city, revealing only explored areas. You would be able to drag it around and select an area to dispatch the squad to. The squad then goes to a street near there and spawns next to a van. You can then explore the city at will from there, but the van serves as your return point from which you can fast travel back to base. The van also serves as a large container you can stash stuff in and take stuff out of, perhaps coming loaded with extra ammunition or medical supplies. Returning on foot would leave the van there along with anything stashed inside.
I'm thinking about altering the inventory system to one based on weight rather than slots. The reason for this is both pragmatic and idealistic: I want to have lots of items, and I don't want to incur the overhead of making unique art for them all. If I do this, items will be described in text in lists and won't just sit openly in the world. Instead, they'll be in containers, similar to Fort Zombie. Unlike Fort Zombie, I wouldn't have a search skill; it's kind of cool thematically and it forces you to clear an area before you loot it, but it feels more grindy than a truly mechanically interesting part of the game. Another convention to be avoided is huge numbers of empty containers you have to search. I'll just make anything with loot in it obviously glow the moment you see it and change the color of the glow once you've opened it and seen what's inside, or remove the glow entirely if you looted everything. I feel like grabbing stuff from the world should be a pretty low-stress endeavor. Bump into a cabinet you know has stuff in it, click take all or only click the items you want, move on. Pretty easy.
I'm not certain how this would interact with weapons. I think having graphics for weapons is a very good thing, much more important than having graphics for food or medicine, and if doing this I might replace the square icons which are very hard to fit weapons in (agonizing, in fact, since most weapons are FAR from square) and use larger, more realistic art assets for guns and swords and such.