I haven't seen this topic discussed, and since it's new to the beta it seems worth considering. Every class has 6 inventory slots, each of which is one of three types: physical, magical, or combination physical/magical. Every item is one of four types: physical, magical, combination, or small (potions, etc.). Magical items cannot go in physical slots and physical items cannot go in magical slots, but they can all go in combination slots; combination and small items can go in any slot. Combo slots are objectively better than any other kind; magical slots are probably slightly more valuable in a vanilla run since glyphs are more common than equipment, while physical slots become more valuable as you use more preparations.
Here are the inventory slots for each class:
Fighter
3 magical 3 physical
Berserker
2 combination 4 physical
Warlord
2 combination 2 magical 2 physical
Thief
3 combination 3 physical
Rogue
3 magical 3 physical
Assassin
1 combination 2 magical 3 physical
Priest
3 magical 3 physical
Monk
4 combination 1 magical 1 physical
Paladin
2 combination 2 magical 2 physical
Wizard
2 combination 4 magical
Sorcerer
2 combination 2 magical 2 physical
Bloodmage
2 combination 1 magical 3 physical
I haven't actually noticed much difficulty with item management so far, except in two situations: when bringing in a lot of equipment in preparations, or when worshiping Taurog. Taurog's equipment is all combination, so class doesn't have any effect there.
Still, some of the class layouts seem a little odd to me. Monks have probably the best of the bunch, with more combo slots than any other class; since Monks are one of the more powerful classes as it is, and it's a little weird for that character archetype to equip a Really Big Sword and a full suit of armor, so I could see making most of their slots magical-only. Fighters, Rogues, and Priests are the only classes with no combo slots, which is a little weird since none of those classes are particularly overpowered and Fighters and Rogues in particular are fairly versatile classes that rely on both might and magic.
I also wonder if it would be feasible to have a different total number of slots for certain classes? One of the big selling points for Wizards in the alpha was their ability to hold four glyphs at once rather than three, and although the loss of that strength that's been taken into account with their +5 MP per conversion and now they are the only class that can hold six glyphs at once (if you want to, but I can't see that being practical very often), it was interesting to have that kind of variation. I could see Tinkers and maybe Thieves having additional slots, and Monks and maybe Berserkers having fewer.
That's about all I can think of to say at the moment, especially since inventory management is still such a non-issue. If Tinkers or Glitterfinger ever return, or as more items and/or preparations are added, it will probably become more important.