Hehe, was a very good catch. Fixed it yesterday, and still amazed that this was in there and didn't, like, break anything
. Though as mentioned technically Cogmind's cell inventory supports unlimited items, because it just uses the original X@COM code, where cells can hold multiple items since there's the UI to interact with them. Basically in Cogmind all the code is just always interacting with the "top item in the stack." In the end I'm glad I went with a "one item per space" rule, because it really streamlines the UI and overall experience.
This could be harder to justify in other roguelikes without so much open space to place items, but then of course mobs in most RLs don't drop nearly as much stuff as those in Cogmind can!