Well if you put it that way...
I didn't suggest the wholesale removal of any game mechanic; implying that I did and then arguing against
that position while ignoring any points I actually
did make is just straw manning.
(I also used paragraphs. It seems a lesser spotted quotation-mangler has been at your post!)
It's certainly necessary to "inconvenience" the player to an extent; if there's no "inconvenience" at all, there's no game, it would just be an interactive movie. But using player inconvenience and micro-management elements
exclusively as a means to balance something is just terrible design - in practice it means balancing things by deliberately making them
less fun. That's completely insane if your intention is to entertain.
No other system requires so fine a degree of inventory management as managing souls and soul gems in the unmodded game, and this is exacerbated by the horrible UI. Charging a weapon mid-combat can totally destroy the flow of that combat - potions can at least be placed on the quick menu and hotkeyed, but you must use the main inventory to recharge a weapon. The details of managing gem and soul sizes (without this mod) mean that every time you loot a soul gem, you have to consider whether to keep it in your inventory based on your expected opposition and your advanced knowledge of their soul sizes.
This is a system that adds complexity without depth and player inconvenience without any feel of there being a challenge to overcome (unless your preferred roleplay is the Dovahkiin as a filing clerk, in which case good luck and have fun.) That also means that it's a ripe area for future mods of course

Back to watching this space!