The control scheme seems to be quite the object of contention, so I have my own suggestion, to simplify things:
MOVEMENT
| WASD | Move |
| Mouse | Look |
| Space | Jump |
| Shift | Sprint |
| Ctrl | Crouch |
INTERACTIONS
| Mouse Wheel (while looking at something) | Scroll through the possible uses for the item under the crosshair (if it can be grabbed or taken*, those are options 1 & 2) |
| E (while looking at something) | Confirm the action chosen above |
| Mouse Wheel (while holding something) | Hold the object closer or further |
| E (while holding something) | Drop |
| R (while holding something) | Take the object into the currenty selected hotbar slot |
| Left Mouse Button (while holding something) | Throw |
| Right Mouse Button (while holding something) | Rotate the object with your mouse |
*You can only grab something if you're empty-handed. By "grab" I mean holding the object in front of you. By "take", I mean taking it into your inventory.
INVENTORY
| Numbers 1 through 9 | Select a slot in the hotbar (immediately equips the item in it. If the slot is empty, it makes you empty-handed.) |
| Mouse Wheel | Select the next or previous slot in the hotbar (same rules as above apply) |
| Left Mouse Button | Use currently equipped item |
| R | Take the currently equipped item out of your inventory and hold it out in front of you |
MISCELANEOUS
| F | Toggle flashlight |
Notes: precision placement and the ability to throw your currently equipped item are redundant, since you can do both from holding the item out in front of you. Having to equip/unequip the item in your currently selected hotbar slot is unnecessary.
Any controls that vary their function from being tapped or held down can create accessibility issues.