Someone With Mass wrote...
Weapon mods in ME3.
Oh, and if you're smart enough to preserve some ammo for your favorite gun, you'll do just fine.
That's really something I don't get. People are phrasing that godforsaken inventory system in ME1 that makes you waste time more than anything else like it's the invention of God, but they can't spend about ten seconds looking for thermal clips on the ground without whining like babies?
Talk about double standards.
The inventory system was somewhat difficult, I'll agree. I think, for some people, it's the fact that they expect an RPG to have an inventory system-- and whilst ME2 is more TPS, everywhere I've ever seen it described, it's always been as an RPG-- so for some people, that's what they expect. Obviously, that doesn't apply to everyone, myself included, but it's one reason.
The other might just be the illusion of progress it gives-- people like the idea of "Oh, I've just found a Super-body-armour-33" rather than "I just bought a new piece of armour".
I think Dead Space's Inventory system would work quite effectively for ME-- especially as we have the Omni-tools, which could be the access point. For those who haven't played DS, basically it's just a grid of 10-25 spaces, with the option of "Equip/Use" or "Drop" for each item. It's basic, but effective. Something like that for major items (weapons, armour, et cetera), and then a separate store for Mods could be quite effective.
Or perhaps do weapon mods as tuning-- three bars: Damage, Cooling, Capacity; raising one (by installing parts) lowers either one or both of the others.
As for not wanting to spend time picking them up, some people apparently have difficulty finding them or triggering them, due to the geometry, as I understand it.