Going back to Scrolling Shoulder buttons, and how it could relate to a game like Zelda TOTK, didn’t anyone at Nintendo ever think, “You know what else could work for managing Swords, Bows, and Shields? A fricking Wheel.”
Like seriously, using Doom/Doom Eternal as an example, it is super easy and simple to switch between weapons because of the wheel. Like Zelda, you hold down a button, and using an analog stick, you go between different weapons on hand.
I’m actually just flabbergasted Nintendo never considered this.
I know some of you may ask about when you increase the number of items, and how that’d work. Well, increase the size of the wheel. Simple.
And if THAT is too difficult, then employ the same design mechanic they used since freaking Ocarina of Time: You have a limited number of slots for your most used stuff. In the case of TOTK, make the wheel like I mentioned earlier, but maybe limit it to 8-10 items for the sword, bow, and shields, respectively.
Any one of those designs is better than the single file line of items in a sequential row that you cannot even loop back. But given they follow the same mindset towards the OS of the Switch, it’s about on point.
Nintendo: We’re not Apple, but we sure don’t always make it convenient for the consumer.