We have multiple bases.
Per-base limits would be tedious to set up, global limits would be useless since people often set up dumpster bases with lots of storage,
and combat bases where attack craft is based, so what is needed is to transfer some of the crap to the dumpster base(s), and sell it only if all dumpster bases overflow... also set up priorities what gets sold first to make some space, also send some particular shit to bases with workshops to get disassembled or whatever .. where the disassemble jobs would get triggered on arrival --- you see this blows up into an ERM system.
I don't think we're going to make one out of the engine just yet
I don't know how to make this simple to use, but I think this is not it.
EDIT:
You see, my use case would be - one to three production bases, where I also have assault transports, and about four outpost/storage bases where I have some interceptors and lots of storage.
Most of loot comes from the assault teams, but some comes from interceptors taking care of small craft they shoot down themselves.
So what I care about is that ammo gets restocked at outposts, while stocks of materials for its production are kept at some sane volume on production bases, and any researchable items get sent to the research base (usually one, but might be two of them).
And all prisoners get sent to the prison base where they would be either robbed, enslaved or kept for research.
Simple item count limits are practically useless in this scenario.