It seems inconsistent that I can pick up items at diagonals but I can only drop items in cardinal directions. Also, I think that being able to drop at diagonals would make it a lot easier to organize the pocket dimension.
This is a valid point. Being able to pick up items at diagonals but not drop them on diagonals doesn't make any sense. If there is to be any restriction it would be more realistic to be able to drop things on diagonals but not pick them up, but ultimately I agree with the OP that You should be able to both pick up and drop things on diagonals.
It's also a slight annoyance when placing runes for making vending machines. And I could probably think of more uses for the endless supply of traps I get on rogue playthroughs if I could drop them diagonally.
Next you will want to move diagonally. Then all out of no-where you will want to pretend like there are more than two dimensions...
Silly rabbit. You forgot the pocket dimension It would be nice to move diagonally, but I wouldn't be the first to suggest that and I'm sure it would break a bunch of things. I think that it's very important to make everything consistent and to establish a solid base before adding too many extra features, so I wouldn't go that far at this point. Also, I like your signature. I think that, by clever code, you are referring to short but complex code that, while being efficient, somewhat obfuscates what it does. In that case I wholeheartedly agree. However, I think of clever code as being elegant, taking something complicated and representing it in a way that makes it simple to work with. In my case, clever is good because it simplifies maintenance.
Well there has to be a third dimension, how else would teleporters (and their more potent kin, stairways) work. Of course the third dimension is obviously some convoluted non-euclidean space, because distances between teleporters and stairs aren't predictable at all, probably infested by weird, hollow creatures that can pass through each other with esoteric magicks known as clipping. It's probably where that howling maelstrom you create with Tenebrous Rift leads. A thoroughly unpleasant place.