There is no tradeoff. If something doesn't fit in my inventory, I'll just come back. But there is no challenge there, it's just time consuming and game cannot expect that player won't bother doing something repetitive. Fighting is challenging, so is solving puzzles and getting out of troubble. Travelling without any obstacles is not exciting or challening, just boring. So having very high cw just skips the boring part.
Then that's the trade-off, you make the choice to go through the boring part in order to "have it all".
I see the problem here when it comes to ammo and weapons, but not when it comes to loot and crafting materials.
Because with all the loot you want you can buy out merchants with ease, making money even less obsolete than it already is.
And the crafting part.
Say you could take as much as you wanted, then you wouldn't even bother learning the right recepies(Spellcheck please) nor actually keeping an eye out for what you need, instead you'd just pick up every single item and then once in a while stopping at the campfire/workbench/reloading bench and just craft crap.
By having a weight limit we need to learn the recepies(?), we need to learn their name, their appearance and then keep a look out for the items in order to successfully craft the one's we want.
It's the price we pay.
What's the difference between having the items already with you than checking what you need and fetching them from your safe house? You spare some time, nothing else.
That is "if" you have them at your safehouse.
It all depends on what item it is and how much of a priority it is to you.
If you decide it's important to craft for your character then it would be better to keep an eye out for the right items and collect them and craft them later on than to just pick up every single item and then just have everything ready.
If that's such a problem for you then how about not having a crafting feature at all? Or not having any items besides chems/ammo/armor/weapons be lootable?
It's there to limit you, if it's such a pain for you to actually limit the amount you carry then just cheat or don't bother with it.
I don't bother with the cooking/poison making system because I've had no interest in it.
By making that choice I've missed out on that feature.
I plan to tackle it later though, and for my efforts, I will be rewarded.
But in new vegas we can carry 10000 ammo with normal carry weight. There's no magazine pouches that limit our ammo capacity to 6x30 5.56mm for example. I'd love to have inventory space in addition to weight. Now everything is carried in the same mass regardless of their volume, only weight matters.
I was talking about games in general not specifically New Vegas.
Instant availability huh? If I run out of something, I stop what I was doing and go fetch more. If caps and chems had weight and it happened that I ran out of them, I'd simply go fetch more. The game cannot be balanced with the expectation that player doesn't bother doing something because it's so boring.
Then don't do it.
It's your choice.
You want to have instant availability then mod your game, hell, mod it so that every time you pick something up you get 100 of it so it makes the game ridiculously easy.
It's not about it being "boring" to go fetch stuff, it's about limiting the amount of items for the player so that he/she makes a choice in what to carry and collect.
If the player decides to focus on certain items then the player will be rewarded for it while he/she will not be rewarded for not collecting another bunch of items.
The game frankly isn't meant for the player to "have it all".
So if you want to collect all items, then make several trips. Thats your choice and the consequence it brings to you.
But the game is designed so that we can't have it all, so that it doesn't become too easy.
There are always going to be ways around this, in every game.
So if you want to go around the system, want to go around the intended design, then do so.
But don't ask for it to be changed cause your time is so precious that you can't be bothered to play the game the way it was meant to be played.