If I may offer a broad concept, I think you could go a long way to differentiate your inventory kit from the others.
Developers are creating games with inventory systems for their games, but not necessarily just like ‘Diablo’ or WoW, or even remotely in that category of game.
So to start:
- Don’t Specialize - Offer a modular inventory kit that deals in the language of inventory but is general enough and flexible enough to work in any game.
The keyword above is ‘modular’; think of an inventory system in its discrete parts and the bare necessities. Lego, or even more appropriate, Playmaker comes to mind when thinking of creating a flexible system that allows users to just create an ‘inventory system’ for their game, custom designed and arranged however they need it. Good thing though that most tile-based inventory systems share a lot of the same qualities, so we’re already ahead of the game!
So the discrete modules (scripts) would ideally be:
- Container - This is straight forward. A no frills, no art, no genre container has a volume and cells (the frills, art and genre are added later by the developer). You seem to have this done nicely already. You can have non-uniform objects of any size up to the maximum size of the whole of the container. Expose the variables for container size and cell count (column/row) so the player can adjust them at run-time, such as if say the player gained greater strength, the container volume would increase allowing him to carry more things.
- Items - Again you have this already started so now lets consider that not everyone will need or want every kind of stat (or ANY stats?) that might be available in some genres. You’ll obviously want core stats that relate to the container, such as the number of cells the item takes up in inventory and it’s icon, but beyond that, sometimes a sword is just a sword and has a sharper edge, and thats it! Allow for items to have as many or as few ‘designer’ attributes as the developer needs/wants. It may be no more complex than having ‘Elements’ as per Unity’s own language, where you can set as many or as few as you need (Size). This way if you want to not only keep track of the size of the item in inventory, but also it’s weight, throw in the weight element. Cursed? Add that and make it undroppable. If you do want to have a Sword that does +2 DMG against Robots, throw in the DMG modifier element and have a sub-category for vs. EnemyType. This is also an opportunity to assign what object will be attached to sockets on the character, such as our Sword prefab to the characters hand, when equipped (see below). Either way this should allow for a broad enough system to create any kind of item of any level of complexity and still work with the container.
- Equiped Container - Now I did say ‘paperdoll’ in my post above, and I’m glad you caught on that that wouldn’t be flexible enough if you had a non-humanoid character. What if we remove the concept of ‘character’ completely, and simply had ‘Equiped Containers’ whose sole function is to hold a single, appropriate item and then execute or alter available effects and triggers. A container designated as ‘Hand’ would accept a weapon(sword?), and then because the sword Item(see above) has the attackType element, would change the players attack type to ‘melee’ so the developer would know to then play the appropriate animations. As a designer you could then just add and arrange as many or as few of these containers to your UI as you need for your character, be it a human with slots for every body part, to a robot with slots just for a couple of weapons or a blob with a single slot on top to wear hats. This way there is no need to have a one size fits all paperdoll and instead the developer can create his own ‘doll’.
Now with just these three concepts, a developer could create whatever UI art he chooses for his container, create however many items he likes with as many or as few attributes as is needed for his game and equip the items to a character of any size and shape or appendages. You already have all the fundamental dragging and dropping, and you’re adding stackables, so you have a pretty core system that will fit with any game type, be it an MMO, Diablo, SystemShock2, Stalker, Ultima or Fallout (the originals).
Now you mentioned attaching objects to the character when an Item is equipped. Either you could do the legwork yourself in this system (which would make this even more robust) or you could let the developer figure it out, by simply having him access the variable for the ‘Socket GameObject’ we assigned above to the ‘Item’ and then parent/translate/orient the GO as he sees fit. But…
…if you create this tool element yourself:
- Socket - A fourth script dropped onto a GameObject that will then work in concert with the Equipped Container script. When creating the Item, you would have a specific variable to assign this GameObject to that would tell the item how to attach itself to it. The socket probably need not be any more complex than this, what with the item script holding all the important information. You would have a preview option so the developer could see how the item would sit in the socket and allow for adjustments to position/orientation and so on.
All this said, what I sincerely feel this accomplishes is allowing an inventory system to fit into any game type. From what I’ve seen of other inventory systems on the asset store, they try too hard to be a specific game, and seem difficult to cherry pick what you want and remove what you don’t; not everyone wants to make a jRPG.
The Lego/Playmaker paradigm affords the greatest flexibility for any game type. Later you can add modules that add say Shops, which are containers that have items that can’t be accessed (manipulated/moved/taken) without enough currency. After that maybe the Tabs module, that allow for containers to have multiple pages for larger inventories or maybe for simple sorting (i.e. All > Weapons > Armor > Consumables).
If you’ve read this far thank you, haha. I know it was a bit much, and more than I expected to type but I became heavily motivated as I’ve always yearned for a drag and drop system like this. 
Cheers Spyrx
-Steve