Indeed - maybe so. I just think it's important that the primary reason for adding/removing icons should be ease of use (and reducing the number of icons could help in this regard too), rather than saving space - which is just a nice bonus.android said:Maybe you're right, but I still think there are too many icons. What do they read anyway and how much will you use them? Are they all really neccessary?
I think it'd be useful to know a little more about how the icons are used at present. For example:
Do they get highlighted (or equivalent) when being used?
Do they get highlighted (or equivalent) in situations where they could be used (e.g. lockpicking highlight when over locked object etc.)?
Are they used in any other fashion to communicate information to the player (something a hotkey mapping clearly doesn't do)?
Are there other ways to achieve the same action (e.g. hotkey / right click...)?
Are some useless for many characters (e.g. having sneak / pickpocket there for a character with no skill in those areas is probably a waste of space)?
...
One thought could be to have a character-specific interface. For instance, with android's current setup, it'd be pretty easy to extend/retract the icon slots depending on a character's abilities. Many of the icons (e.g. pickpocket/sneak etc.) might not need to appear for most characters.
Another option would be to allow the player to assign the icons - or again to have them automatically assigned according to frequency of action use.