Spellcasting proficiency keeps your component pouch stocked for combat, if your particular wizard's style involves such things. (My current one is powered purely by snark, arrogance, and a Staff of the Warmage.)That's actually a pretty good idea. Anyone with proficiency in X has the barebones knowledge to keep X operating. To whit: armor proficiency conveys enough knowledge to knock dents out, scavenge replacement buckles, and rivet. Weapon proficiency teaches you how to hone the edge, balance, and care for a sword.
Bow proficiency tells you how to fletch arrows.
And I love how easy it is to not care about ammo in 4e, even for thrown weapons. They gave the KotS rogue 10 daggers, which I immediately read as "enough to not worry about running out in combat". One of the things 4e does very right, in my opinion, is knowing when to apply the Zero-One-Infinity rule.
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