Here we go:
Non-unified slot sizes look messy. Do
hand slots need to be that wide really? Likewise, do "ring" slot have to be bigger than bag slot? You could afford to have it smaller, it won't make a difference on graphics-enjoyment front. Besides, you can still see it in unequipped inventory items. If the item slot sizes were closer to each other, especially if the hand slots were narrower, you could have the space to place the sorting button vertically.
Does it have to write the function of the slot? It's so unnecessary. A background image as in Elhoim's designs in the other thread would work like a charm.
Also, is that a paperdoll? Why does it look like a slot instead? Have it over the texture pattern instead of inside a slot. If it's not paper doll, what's it?
The fact that scroll bar is on the left-most while sorting buttons are on top and right to the inventory looks very impractical. It might work better to have them vertically placed, even though they look very nice in horizontal order, and have the scroll bar on the right border of the item list.
Also, I think it would work much better to have the scroll bar within the items area, ( like my redesigns of Android's interface ). Right now, it's an unnecessary burden on the number of design aspects in the inventory screen; it might do much better to simplify it a bit.
If inventory items don't have to be just
that big (just look at it in full screen, they are huge for f's sake!), you could easily afford to have them smaller by a %25 in my opinion. By doing so, the horizontally placed sorting buttons could be shifted to left as well, over the items.
I think the background for the unequipped items should be a little darker. It's too eye-rapingly bright right now. There is plenty of contrast on the right where the equipping slots are located so it makes the eyes comfortable, but the unequipped items are just trying to breach their boundaries to rape your eyes. It needs a balance. Not as darker as the equipping slots; just slightly darker, like the information box below the equipment slots perhaps.
The "X" looks horrible.
How do we drop an item? Context menus?
All these said, I really love the feel. I didn't like Elhoim's interface designs much, but this is very good, I really like it. I love the vertically placed stats information, the information box below the equipment slots.
That treatment of jewelry/adornment sounds great - very impressive.
So simple yet utilized so few times in games. Damn industry.
edit: corrections in italic.