Inventory, Equipment & Save Paths
The 0.5.9 item and ability stack has real FTK2 evidence across inventory tooltips, equipped weapon action enumeration, combat availability, and execution. Earlier dedicated two-process tests also proved installed-definition inventory and equipped save/load paths.
The public custom-item capability object still reports CharacterInventoryOperations = false, CharacterEquipmentOperations = false, and SavePersistence = false. These flags describe the broad public guarantee: ModAPI does not yet offer universal give/equip APIs or promise persistence for every future content shape.
CreateRuntimeItem returns an ICustomRuntimeItem lease for one native item. The lease tracks ownership and identity; disposing it does not remove the native object from game containers. Only dispose after the item is no longer live.
For save behavior, read Save Compatibility. Test new item combinations in a disposable single-player campaign before distributing them.