What is this SFX? Also as an active developer, any chance to get the key suggestions to be implemented that were asked for? Like using FROB to close a document in the world or using HOLSTER again to pull out the last weapon?
Still not past the denial stage of loss, are you?
Edit: Ok, I'll be constructive. The reasoning given above for why it's unlikely these will be implemented tied into core design elements of the game, the UI-philosophy and a weapon-inventory system that has pretty deep roots (and is nothing like Skyrim). Two things you should get used to are that (1) most features suggested don't get implemented, not just because of petty disagreement but design ideas that have deep roots, it's just that most people stop insisting they repeat the reasons after the 20th time; and (2) if you do want to argue in favor of a feature, a great argument is in terms of that core design philosophy that's been developed, first over the last 16 years of Thief OMs and FMs, and 2nd over untold 1000s of posts in this forum over the last 9 years -- I mean in terms of the design ideas that are central to how and why TDM was developed as a stealth game -- and a less persuasive argument is your personal idea of fun or logic developed over the first 30 minutes of playing the game that seems oblivious to those 16 years or untold 1000s of posts.
I'll give an example. A core design principle is minimalist UI with a simple "world" and "inventory" separation (in terms of frobables) and separate UI control over each domain to explicitly reverse what was considered a flaw in T2's design (shared frob control), which over time the player absorbs the logic of, ultimately improving their control and immersing them within the game. It's an important design principle, and if one would like to change it, they should talk about the design philosophy behind it, since it comes as a package.
Of course it's good for people to talk about features they'd like and get new ideas flowing, but the reasons for decisions here make sense in terms of a very carefully thought-out way of thinking about the design, and people should always keep the big picture in mind. I've always admired how consistent and thoughtful the design thinking has been around here, including the reasons already given against those two features, which to me sounded perfectly consistent with the big picture design philosophy it has going.