toolbar: In computer interface design, a toolbar is a graphical control element on which on-screen buttons, icons, menus, or other input or output elements are placed. (lifted from wikipedia)
toolbelt: Current functionality as present in Factorio 0.15 and below.
The existing toolbelt is type of chest/storage much like any other and you can filter certain slots - consistent with the same mechanic as it applies to chests and other storage. But inconsistent with how we perceive the toolbelt as we see it as a toolbar because that's the paradigm we are familiar with from other software and games.
What I want it to do is behave exactly like a toolbar in Word for Windows (or most programs). It is a shortcut to something else. That would mean a significant redesign.
It also means a redesign to editing the contents of the toolbar so that selecting items (more frequent) from the toolbar is the first class action and editing the toolbar (less frequent) is relegated to a second-class (more complicated) action. So left-clicking by itself would never result in the toolbar changing. Make it difficult to change a toolbar button by requiring a middle-click or other.
Also, in keeping with the toolbar design - set up defaults at the start of the game. Laying out my own toolbar means I have to make too many decisions.
Choices - Joel on Software (link to external non-Factorio related site).Every time you provide an option, you’re asking the user to make a decision. That means they will have to think about something and decide about it. It’s not necessarily a bad thing, but, in general, you should always try to minimize the number of decisions that people have to make.
Edit: UI toolbelt still present in 0.15, updated to reflect.