I'm bumping this old thread since it's the latest one with "locker" in its title.
Simply said, I still do not understand the absolute or relative (39999 gold for your 8th locker! Woohoo!) limit the game puts on the lockers.
Since you only ever prepare one item from lockers, what exactly is the argument against infinite locker space (or Alweth's purchasable items solution)?
I don't want to just repeat everyone's opinion again, but here it goes: There is absolutely no "meaningful decisions" involved in locker items. High priority items and rare reward items will always stuff the locker spaces. There is one or two space that a player don't mind getting changed once in a while, and if he wants a specific item, he simply Tinker it from the shop and return - which, as Darvin said in his opening post, is a chore. Or as Dan puts it on the main site page: "You will be doing one or more dungeon runs in which you will not make one single meaningful decision."
As of now, limited locker space just discourage me from trying runs preparing non-gamechanging items. Sometimes I want to play a game with Troll Heart. Sometimes I want to start with the Mystera Scroll. Sometimes I want to start with the Corrosive Stick. But I have no incentive to actually locker them. Thus I don't do those runs. Thus my playing style and my overall gaming experience become unvaried and dull. As Darvin points out, the locker space limit "takes away from the fun and spontaneity of the game."
Sure. Some limitations along the way / when you build up your kingdom is fine. After most buildings, races, classes are unlocked though? I don't see the point.
Slightly off-topic, but if you want to make runs interesting, here's what the current PQI is lacking: it's all limitations, no incentives (apart from the quest reward money). I want certain PQI runs to have interesting small "free gifts". Like "you start with a BYSSEPS glyph", "You get a free Transmutation Scroll", "You start with two Spoons". Things like that. Especially things that are currently underused, by which I mean cheap/mediocre items. They don't even need to be free. Forcing such an item as your locker preparation (regardless if you have it lockered) in itself would be encouraging players to try out new things.
Another thing: In certain quests, it would be interesting to have an overall preparation cost cap. This gives more freedom than simply limiting preparations (although they are understandable in class challenges), and would actually force interesting decisions.