Yes, I'll certainly try my best not to destroy the world with my game. No promises. Incidentally, I'm curious whether this update will include additional options for the inventory system.
I'd also like to mention in this thread, since it pertains to Status Effects, that there may be a tiny bug in the way consumables are tracked as a percent. I've noticed that certain Status Effects, which I've set to trigger automatically after a consumable stat falls below its maximum value, will pop up despite the consumable being maxed out. It seems to happen randomly during test runs. I'm not actually sure why this occurs, but I was thinking it might be useful, in any event, if we could set the starting value of our consumables to the maximum value of whichever they're pegged to rather than a set value or percentage.