Every player's inventory management is painful to watch. Unless it's yourself doing the management.
True. I would still say it's pretty bad in general. He pretty much ignores grenades, consumables, secondary weapons, unless it's a stunner. His weapon selection is pretty limited. Although he's pretty lucky to get 3 haxxors. In my campaighn im in the first month of a second year and i only have one.
Edit: ok let's analyze his latest episode 61 where he beats a bandit pogrom so i don't come as empty worded.
On grenades: you can see this early on when the enemy density is very high. There's a moment where there is a blood hound behind the corner and 2 highwaymen grouped together, near an explosive barrels no less. All it takes is one frag grenade to kill them. Instead he moves a LMG, does a burst, misses, same with second gal, the third hand finally finishes the blood hound. So instead of taking 1 action to kill 3 enemies he took 3 and killed one. He had rocketeers and grenade launchers, but still there's a moment when he shoots an rpg into 2 ghouls in a small gap between a building and this yellow industrial box and it goes sideways and hits the obstacle. The distance wasn't huge, throwing would be a way safer bet, even with a demo(wo)man.
Consumables: this is the biggest mistake. He got gassed at the spawn, tough luck, but that's to be expected from the ghouls. Then the wounds start accumulating and gals start dropping like flies. The only thing he has is a single barrel of x-grog... the RPG gal runs to retrieve it... and drops unconscious on the stockpile. This was pretty funny, i have to admit. But on the serious note, this is huge. A knocked out gal does as much as the dead one, and this kind of "death" you can easily prevent.
On weapon selection i wouldn't say anything. I don't know why he ignores shotguns(my guess is because he values armor penetration but that's fixed by carrying grenades to throw instead), but in general it's not bad.
He should definitely consider sidearms on heavy weapon users though. There were a couple of times when he skipped a turn with HMG because it's 50% tu to shoot, that means if you turn you only do 1 burst. With 49% tu it's enough to draw a pistol or a sawn-off, do a snap or two and put it back. Yes, his hmg was at 75\75 weight, but at this point i would rather drop a spare ammo box. Same with the RPG gal. What if an enemy is next to a teammate? If you value a rocket in a QD slot so much, at least you can put a black adder? fisticuffs? at least something not explodey?