I hated that part of SOTN. To this day I want to slap IGA up the head for that, even if he's not responsible as. you see, he's a good target for my useless angst.
Well, I'm not talking about
exactly how it was done in SotN, there's certainly room for improvement. The reason I like it is it doesn't pull you out of the action like having to open the menu does, which is why I suggested reserve slots. Basically, give the player a few extra slots to stick different items in, then they could simply hit a button to swap through the items at any time without pausing. You could use it for healing items, or even for different weapons and shields. Additional slots could be added with a relic, maybe the
Bangle of Holding Things, that's a cheesy enough name for SotN.
As for the subweapons... I confess to not using them much. Is the Dagger as useless as it appears?
Pretty much, but it's long range and you can throw a ton of them in the time it would take you to walk over and attack the enemy you're throwing them at. Probably the best use of them is for powering up the Muramasa without killing what you're trying to make bleed, even at its weakest the Muramasa is a bit too powerful for that.
The subweapons are another thing I'm annoyed with them moving away from. It was understandable in Aria and Dawn of Sorrow, the soul system replaced them and your characters was...er, wasn't a Belmont. Leno, play this game already so I don't have to keep hiding spoilers. I disliked the "toggleable" subweapons the other characters got though, that was a really lame way to implement them.
Portrait of Ruin was no better in that regard though, it seems as though subweapons from now on are just going to be magical attacks that consume MP, and hearts are just going to be MP fuel.