Okay, gotcha. So it seems that each playbook has a specific list of items, and they vary greatly in actual impact. Some seem to he practical tools, others are potent magical effects/artifacts, and then some seem to be flavor. All of which is fine, I think.
The question to me is if there is room for meaningful choice of what items to select for a given score/mission. Do you have enough items for each playbook that would create meaningful decisions for the player to make as far as load? Or would it make more sense to simply grant access to all the items on the playbook list, and not worry about load and inventory?
I don’t think it would be a bad thing to not include load and item slots if it won’t create decision points for the player. Or to limit such mechanics to a specific playbook like the Leech or Crafter.
I think it comes down to the amount of items available to the playbooks and how important those items are in how the score goes.
So for a quick example, if you were making a superhero game, Batman might be the only character in the Justice Leage for whom items are a meaningful choice. He has a ton at his disposal, and the Utility Belt is a perfect way to express this. Wonder Woman isn’t going anywhere without her bracelets or lasso, and Green Lantern will always have his ring…so Load and Items don’t really mean anything to those characters.
So I think it comes down to the genre expectations first, and then it’s a question of how many Items may impact the game, and if Item selection is a meaningful choice for players.
I hope that helps.