Treblaine said:
My point is when you have such a limited inventory you can't make any of your weapons too unique, every one of them must function "well enough" in all circumstances as you only ever have one alternative.
This is the best point you make, but it's incomplete. This is a problem of overall game design, not just the weapon inventory system they choose. If every problem has the same basic answer (throw bullets at target until it stops), then even the most "unique" of weapons will be the same thing with different animations. There are many solutions to these problems, while still maintaining the limited inventory:
1. Situational weapons don't have to pop up in incredulous ways. Maybe you have the chance to get the weapon you need from the enemies you're fighting on the way there. You get to a boss and realize you need a missile launcher, so you know to run back to that earlier spot where you downed a guard that had one. Maybe you pass a squad of other would-be heroes that got wasted on the way in, and you pilfer some of their still-working equipment. Plenty of ways to get you the weapon without breaking immersion.
2. Separate "weapons" from "tools." The gravity gun doesn't need to be thought of as a "weapon." It's mostly a tool. Not every item a person picks up in a game has to be designed specifically to kill things--that's another problem in game design. So, perhaps you can only carry two weapons, but you can also carry two
tools. They aren't directly useful in killing things, but they can help you turn a situation to your favor or solve a puzzle.
3. Secondary fire options. Instead of making each weapon separate, you can have a standard function (pistol, SMG, shotgun, rifle, etc.) and make the "unique" thing a secondary function (flamethrower, grenade launcher, shrink ray, grappling hook, whatever). Lots of games do this, but it could be improved upon. This could allow each weapon to be functional in all circumstances, but it would also have a more situational and "flavorful" use based on your personal preference.
Just a few ways that better design
in the whole game can fix the issues that you're assigning to the limited weapon inventory.