I suppose an container-based system of inventory management would be good. When an player gets an new kind of item that there is no container for, the container is created in the player's inventory and the item is automatically placed there. Therefore, say an player picks up the following items and has nothing in the inventory...
EX1:
Player picks up two apples, one gun, an computer and Guardian Angel software. This player opens up the inventory panel, and there are three containers listed, all three hi-lighted.
Food (2)
Weapons (1)
Computers (2)
EX2: Based on what the player already picked up, the player closes the panel and moves on, picking up another two items, an corndog and jacket.Opening the panel again, the food entry is still hi-lighted, the number for that container increased by one, and there is an new container called 'clothing (1)'. The weapons and computer containers are not hi-lighted, since there is nothing changed about them since when the player last had the panel open.
EX3: Entering the clothing container in the inventory, the player sees that only the jacket is in the container. The player now equips the jacket, and automatically exits from the clothing container since it is no longer exists for the meantime*. However, he now picks up a pair of shoes, so the container is remade to house the pair.
*This occurs in order to 'clean up' the inventory panel of unused containers.
EX4: While in the top level of the inventory panel, the player can put the cursor over a container and a list of the contents will appear in the blank box to the right of the panel. This allows a player to check the contents without entering that container.