It's okay to aim for realism, but GTA is not a "Bad Guy"-simulator, it's a game. Your ideas will ruin a great game by adding too much realism to it. RDR2 is tailored around you having one horse and being loyal to it and maybe replacing it for better horses as you go. The satchel-inventory made sense for RDR2. GTA is short for "Grand Theft Auto", a big chunk of the game has been you driving around in various stolen vehicles. Having to switch out the contents of your trunk every time you get a new car seems unnecessary and difficult. Carrying around briefcases and backpacks sounds impractical. A backpack worked in Last of Us because it wasn't an openworld game, but a cinematic action-game that followed a strict path with a miniumum for weapons. GTA is open-world with a vast range of weapons to pick up here and there. It's not realistic but it works in the context of GTA.
You sort of do mission planning in GTA too. For the heists you get to plan what weapons to use, but many of the story-missions happens on the spot and you don't know what sort of mission it is until you start it. Apart from the heists, any sort of planning for the missions wouldn't work in the context of GTA.
GTA5 already had other characters that accompanied you on various missions and heists. To have someone follow you around 24/7 is way more unrealistic. Do you have a companion who follows you everywhere you go in real-life? Michael is married with children, having him go out and do stuff on his own to get away from his family seems plausible. Trevor was often accompanied by his redneck friends and Franklin had Lamar. They weren't all lone-wolfs and they had each other. I don't think the GTA-series needs more companions than that.
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