Cogmind design has generally tended to avoid the use of consumables, even more important now due to somewhat greater inventory pressure in some scenarios (due to the lower cap, even though that technically doesn't affect everyone...), and although I'm definitely starting to explore more of the consumable possibilities now that the core item set is done, though when possible it's generally better if they add new mechanics rather than competing with existing items.
Anyway, yeah anything's still possible eventually if there's the right opportunity for it. Most new items get added when there is new context for them, so we'll have to see how many are necessary for the future new areas.