I'm left handed, so I've taken to the number pad and customizing my control scheme. So
num8, num2 = Move (Forward, Backward)\
num4, num6 = Sidestep
num1, num3 = Lean left, right
numINS, numDEL = reload, holster weapon. I'll sometimes double-map the "use" or "context" to numINS
num5 = iron sights / aim / scope (though not toggle)[footnote]An old scheme didn't account for sprint, in which case I'd use numSLASH for toggling the scope and num5 for use/context. Sprint has been making a return though, oft in the same games that have scope/ironsights in one place.[/footnote]
num7 = spamfire (taps the fire button every 1/10 second)
num9 = melee
numPLUS = jump
numENTER = crouch
numlock = toss grenade. If necessary, I'll get it to cue a grenade, and toss on release.
numSLASH = one-button sprint (why is sprint still chorded when it only works on move forward?)
numSTAR = flashlight
numDASH varies, either a secondary vision mode, or map, or the TAB screen or whatever.
Actual arrows and the island are either used for weapon selection (in a high-arsenal game) or squad commands. Sometimes I'll chord the arrows with others if I need more controls.
My giant DEL button summons health, when needed.
The row above the number pad is used for additional info screens. I'll integrated single- and double-tap code if there are too many.
Oh, and mouse1 (my RMB) = fire main, mouse2 = fire secondary (or melee), or bullet-time, in those rare cases I have such an ability, mouse3 = context/use or as per mouse2 when it's occupied by bullet-time or whatever over-arching power defines the game.
Yes, I've totally overthought this. It's because I like to be able to do anything with one or two buttons.
238U.