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As far as the inventory space goes, I can agree, it is rather limiting on single player, but the trade off is that you typically only need 2 - 3 guns and can frequently drop objective items once they are used or at the door they will be needed in the future which saves you some running around time.
Since you mention 2 Keycards and a set of keys, I will assume you are playing the Last Stop campaign, you only need the keys for a brief period in the basement and the green key card can stay in the basement until you need it for the escape (similar to the boltcutters), that means you only need to carry an occasional fuse and the red keycard for any length of time. Drop off the fuses as you make your way past the basement. For the first part of the level, you really only need 1 gun as there are minimal zombies around.
Also, avoid carrying guns that use the same ammo type, they are almost completely redundant against zombies. Scars are the best auto rifle as well and Aks are the worst (stat wise).
Melee - while Source engine can be janky itself sometimes, most of the issue with using melees is timing. As for the range, it has to do with how the weapons work, proper balancing, etc. Door and walls can be clipped through (again this is Source Engine) so usually best to avoid melee near them. Also avoid melees on uneven surfaces like stairs or bumpy ground - those are asking to miss the head and take an attack even after hitting the zombie.
Some melee are better than others due to their slightly different collision maps and damage ratios. I usually prefer the golf club and sledge but bats work fine as well. Knives and Axes are much more difficult to use consistently without being hit.
Health - some levels have guaranteed health spawns while others do not but aside from those, health items are random just like any other weapon.
For riots, remember you can melee zombies and stun them with your normal guns (check your default binding, but my melee key is 'V'). Riots are basically jokes since the stun update since you can just continuously beat them until they die (just be careful you don't goof up the timing of your hits so they stay stunned).
Lastly, save function - there is no quick save function for the middle of a level. I have no idea if such a thing would even be feasible with this engine (I imagine probably not). The campaign has checkpoint like saving similar to L4D safe rooms. Practically, it's not a highly demanded feature due to the structure of the game.
it would hurt to make the game more friendly to solo players or small teams of 2 or 3 people
this amount of objective items is not an issue - the issue is the game item slot is designed to coop of many players and totaly a nightmare for solo or even 2 players