dpeg wrote:There is no reason to kill off these (admittedly not too common) choices.
I can think of a very good reason: autopickup. Currently the game has to disable autopickup when monsters are in LOS, and it also has a bizarre kludge to deal with invisible monsters, where autopickup turns off when the monster becomes invisible and turns back on if it dies or becomes invisible while in your sight, but if it turned visible while out of LOS or died or you used stairs or teleported or whatever then you have to turn autopickup back on manually...if picking up items just didn't take time then you could get rid of all that nonsense and keep autopickup on at all times.
If you remove monster invisibility (which should be done anyway) then there is not much reason to get rid of pickup time, though.
Also, your ziggurat example is bad, because there was already a time cost to reach the square with the item in the first place. I can think of exactly one realistic example where pickup time does something meaningful, which is picking up runes and the Orb of Zot on botched or extremely underleveled swagjack attempts. This occasion is still vanishingly rare, since you have to either be doing a speedrun, or screw up in an extremely specific way, and then have bad luck on top of that.
You also don't mention what choices are introduced by making it take time to
drop items...