Some roguelikes with more complex identification minigames have both formal identification systems (where the game explicitly tells the player the name of the item after some work) and informal identification systems (where the game does not explicitly tell the player the item name for their work, but the player knows the name or at least under what circumstances to use the item). These games can allow players to "tag" informally identified items with the player's suspected item name, or other very short notes such as "throw at enemy". (Without telling them if they're wrong, of course!)
Cogmind by and large works very well with only formal identification, in that the identification tradeoffs are interesting and well-balanced. (Do you want to risk that prototype being faulty? Do you want to spend time and matter putting on that unknown item to restore your memory of what it is? Do you want to spend time and inventory space taking either to a Scanalyzer?) However, there are a few cases in which sufficiently experienced players will both already know what an item is without formally identifying it and run the risk of confusing it with another item unless they spend resources on a formal identification.
Prototypes where only one item exists with the properties shown before identification do not count; players who have seen them before and have a good idea of the items in the game will be able to re-identify the item as needed by those properties. The primary place this comes up is in consumable Alien Artifacts, many of which have the exact same such properties and are instead informally identified by the context in which they are acquired (accompanying machines and/or terminal logs). Since several of these have good reasons not to use them immediately, this is an annoyance.
For example, a player might find a Dimensional Node Initializer in the caves (and recognize it by the accompanying log and the hideaway layout), get the Transdimensional Reconstructor from Zhirov (ditto), and then want to use the Transdimensional Reconstructor to escape a bad situation before they have had an opportunity to reach a Scanalyzer. Now they are stuck guessing which is which if their inventory has been rearranged at all in the interim, and since they're probably being shot at they run a real risk of winding up at the center of a node explosion!
Another case is when a player finds a Core Reset Matrix in Quarantine and does not want to use it. They know for a fact what it is by the very distinctive machine layout, but in order to recognize a future one in the same run they must lug it to a Scanalyzer only to drop it (and are likely leaving something else behind to make room).
I understand why art isn't shown for unidentified items, and the costs of identifying do make sense in most cases, but in these instances it makes more sense to me that the Cogmind would be able to tag an item appearance with a short name and recognize that same appearance later, even though that appearance is not itself shown to the player.
I also understand if this would be difficult or impossible to implement, but I thought I'd bring it up. :)
Contains minor spoiler based on AA:
This topic was discussed a bit last year in the forum (http://www.gridsagegames.com/forums/index.php?topic=746.msg5834#msg5834), where Kyzrati is thinking of generating random number tag on each of the AA at the start of each run (e.g. AA02, AA11, etc.). The other option is to number the tag based on the order of AA seen (e.g. First AA seen would be AA01, second one seen would be AA02, etc.), though that would require a bit more work to implement.
Even though it doesn't let the user to type in their own tag (which I assume would require a lot of work), the problem seems to exist only for AA. Having a tag numbered like that might be sufficient, but that would require making external note of what each number means. And it would probably look a little weird too, maybe?