I'm just going to say that I usually try to remap my keys as to minimize moving my hand off of the numpad and/or mouse. So key-binding would be something I'd like too. That said, I haven't quite played enough of Cogmind to get my muscle memory down yet.
I considered remappable keys multiple times. As you all probably know I'm big on accessibility so this was something I would have really liked to implement.
Problems exist due to the delicate balance between all the input systems used for different UI components, the internal architecture which uses hacks in some cases to enable keyboard use in areas where it can't be distributed from the central input system, and the fact that Cogmind uses pretty much every single key combination on the keyboard.
Key binding will most likely not be a thing
Keep trying and see if you can adapt... I love my keyboard-only play style, but I'm also willing to move my right hand off the numpad to juggle parts real quick. Perhaps as an alternative you could play without moving your hands by using... wait for it... vi-keys!
The idea is that "ctrl" represents a positive input direction, from inventory > parts > activate (and then deactivate, as a toggle at the end state), and then in reverse you have the "alt" negative input direction, which is parts > inventory > ground.
It is a nice metaphor. My problem with this approach is that as an item moves from inventory to parts, it changes letter, and it changes the letters assigned to other items in the inventory. So, when I try to shuffle armaments slots I have to carefully reread the inventory to see which new number was assigned to the item I was just moving.
Good point. One thing that may help in that regard: If
removing something from your inventory everything below that point always shifts up one slot. As for movement
to the inventory, that's a bit more complicated but the default is to just put it at the end. How else might that be handled to make it more intuitive/helpful?