Re: Secondary Inventories
One feature that currently crashes ZQuest is a "Disable Item" function on DMaps, I assume this will be implemented fully eventually. Also, if an item does not have a place on the current passive subscreen, it cannot be selected. You can already designate certain subscreens for certain DMaps.
Re: Secondary Inventories
The problem with that approach is that it ends up being Dmap-dependant. That is, continuing with the young/old example, young link alone can access a particular DMAP. Old link can't. So you can't have your Goron character go into a dungeon and bomb some walls, then go switch to your Zora character to swim through the hole, for instance.
Re: Secondary Inventories
I think this stuff has been confirmed for a future release; see this topic (writing to Link->Item[]?)
Re: Secondary Inventories
Writing to Link->Item is only half of the story, though. You'd need some ability to keep track of what Link2 had collected whenever the player decides to switch, so that when you switch back, you get all your items back. This could be accomplished with a secondary "backup" inventory (or several) or with a command that would let Link keep the items, but render them disabled throughout any Dmap until a script re-enabled them.