As the man said upthread: no.
The 80-item limit is probably THE best thing to go and the first thing that DESERVED to go. Saying the game NEEDS an item limit? When taken to the extreme you get a game like Xcom 2012 where for each trooper you have to choose between carrying ONE grenade or having a scope on your weapon. Yeah, it makes for game strategy but it's absolute and intolerable bollocks.
If there's an item limit for the amount of gear that the AIRCRAFT can carry to a site then if soldier 'A' carries an additional electroflare then soldier 'B' has to give up one of his heavy rockets. And the item limit for a skyranger CANNOT sensibly be identical to the item limit for an avenger, because then you DO get asinine instances where the more men you take to a site the less gear they can carry. 80 items divided among 26 troops instead of 14 means that everyone is pretty much restricted to 1 weapon, 1 ammo for that weapon, and 1 grenade because the AIRCRAFT can't carry any more than that. No scanners, no medkits, no stunrods or stun launchers, no spare clips, no extra grenades and having to choose between smoke, regualar, alien, proximity, or HE for each because more is not allowed. And then when you replace 4 troops with 1 HWP then inexplicably all the troops can carry MORE STUFF defying all logic but certainly adding another tactical choice - using HWP's simply to be able to bring more gear.
The game always did have a useful and sensible limit to the amount of gear that a soldier can carry - strength. You give your heavy weapons to the soldiers who can physically handle the weight. You give your extra gear to the ones who CAN carry it and limit the amount of gear carried by those who can't because if overloaded they lose TU's. You don't need an artificial item limit on top of that for ANY strategic or tactical game reason other than to arbitrarily and needlessly frustrate the player who has enough concerns than overcoming deliberately non-realistic blocks in the name of "strategery!".
That same item limit applied to base defense missions too didn't it? Any arguments about simply not being able to fit it on the aircraft no longer apply. Worse, it forced you to use the first 80 items in the inventory list for the base and not even choosing the 80 items you would deem actually useful. Nothing so satisfying as having to defend your base with starter rifles and pistols against mutons because they are the first items in inventory despite having heavy plasma rifles that you take to every crash site.
The 80 item limit was not there because it made a lick of sense or because it was actually desired for some bent idea of "strategy". It was there because it was a programming limitation that in 1994 couldn't be overcome. IBM PC's were at the time still using the 486 - we didn't even have the Pentium processor yet. Memory capacity was still being measured in megabytes rather than gigabytes. Most games were still fitting onto one or two 3.5" floppy discs, and cd-rom games were mostly just ones like Myst that were built around graphics that would otherwise require dozens of floppies. We were still mucking about with autoexec.bat files in DOS in order to free up enough memory to even run games at all. We had to manually set IRQ's and other settings for peripherals like our sound cards because there was no such thing as plug-and-play. And if you hadn't bought a major brand like Soundblaster or Adlib for your sound card you might just be SOL for sound at all and make do with a few beeps and boops from the built-in speaker on your case. Not that it wasn't a crapshoot as to whether your combination of hardware would cooperate with any given game no matter what you'd bought because device drivers would simply conflict with each other anyway.
The 80-item limit was never included for purposes of being a strategic or tactical rule. Let it lie dead where it belonged in the first place.