I don’t think so because moving objects to and from nowhere is a common practice (cf. WWI 8.10). What is less common, however (for beginners like me), is using verbs that address things that are in nowhere.
There are two elements in your code that maybe need closer examination:
The word “item” seems to be used without being previously defined; perhaps try something like:
let LocalItem be the item entry;
now LocalItem is...
I don’t know “player’s location”. Have you created a phrase like: To decide which room is player's location? If not, could you try location or location of the player?
It seems that you are using conversational extensions (which I do not use on my side and am not proficient in). However, if you retrieve a textual portion of the player’s response this way, it will be stored in a textual variable distinct from the printed name.
The line of code Understand the printed name property as describing Equipment is written to, for example, ensure that when the player enters buy sword, the parser understands it as buy standard-sword, where sword is the text value of the printed-name property of the thing standard-sword.
To map texts to non-text objects in conversations, it is possible to use tables with a special “topic” field. See the examples in “WWI 16.13. Topic columns”. You could add columns in topic tables for the things (and not texts) you want to move in and to nowhere.
I think I’ve discovered that I actually don’t need the conversational actions because APPRAISE (something) or BUY (something) or SELL (something) works perfectly fine. However, I would love to figure out this puzzle/problem.
P.S. I am familiar with the special Topic in Table columns, just didn’t think of it.