The question, as always, is what it the objective of the mechanic of the game? And these need to be answered before going forward with the solution to carry it out.
To make play easier?
To add immersive elements into it?
To give other people who aren't straight up combatants another facet to make them feel they have a bigger part in the story?
etc.
And to what degree? At what point do you sacrifice ease of play for immersion (requiring a potion vial to drink a potion instead of just miming it with the tag)
There are a lot of ways things could be implemented to change the system in one direction or another. I played in one game that after every encounter people had to have their weapons sharpened and armor tended to else next encounter they all did less damage/absorbed less damage. It could be that after every slay or massive damage carrier, the weapon loses a point of damage ability due to the stress on the weapon. You could make it that if armor was breached by a slay, it required more than a refit to fix. All of this would add a change making blacksmithing a much more immersive and valuable skill other than 'get to 20 so you could refit a broken suit back up tp 50 in 30 seconds'.
However, it becomes a lot less like other games that are about sending as much damage downrange and stopping as much coming uprange. Never saw Legolas tell the party that they had to stop so he could make a few dozen arrows or Gandalf having to tape smaller pieces of paper onto larger ones.
To follow that pursuit, it would make sense to simply remove arrows from the game. Blacksmiths may or may not take a hit (seems the jury is out as it is a anecdotal experience to people). Have them more involved in the creation of magic items other than just making the base weapon. Have them specialize in an element or magical enhancement to weaponry. The actual forging of a powerful piece of amor can be more involved and immersive than taking a sheet protected piece of paper with a handful of popsicle sticks to a marshal to roll on a ritual table. But again, it's a balance of ease over investing.
Same with degradation of armor and weapons. Played in a game where after a shield made of X material took enough damage, it fell apart. Not that you had to count every single blow and have a running tally not only of your body as well as that of your shield but estimate, realize it's getting close and find someone able to repair it back to health.
As for resource management, we already are taking players at their word that they're not casting too many spells, have enough containers for all of their potions, have all their scroll tags taped to properly sized pieces of paper. Yes, there is a tag system that can be used to check but if there are players that require this level of monitoring to make sure they don't chronically cheat, maybe the issue isn''t the tag system. Over the years I've witnessed people 'drinking' from a potion tag and not a bottle a plethora of times and never saw a marshal nor player call them on it. although I was once recently called on an elixir that I used tic tacs for and did the three count, pouring them out onto his hand and saying "Take two of these and get up and start killing again," to which he said, "Don't you have to pour it down my throat?" Fair enough.
But if we are looking for ease of play overall, then why bother with bottles, strips of scroll paper and so on? Much easier to strap a chain of cure light damages to a bracelet and tear them off as used.