And I fail to see anything wrong with any of that.
There really isn't anything wrong with it. It was a great game in general, and part of the reason why it survived to be taken over by WotC.
Just out of curiosity, are there any official sources on the "expected magic item curve"? When trying to grok TSR eta D&D, people tend to say that characters are supposed to progress via magic items (because class features are more sparse), but they never mention what kind of items or in which order they're supposed to get. I know that "game balance" is less of a concern with Old-School D&D, but surely there were some guidelines, and the "+1 bonus every 4-5 levels" sounds pretty reasonable to me.
I don't recall any "offical sources", but from my experience and talking to others who played AD&D for decades, that progression of +1 per 4-5 levels seemed to be fairly typical. You could have sparse campaigns, or Monty Haul style where PCs walked around glowing like Christmas trees! I've played in both types and everything in between, really.
Another rule of thumb was one permanant magic item per 2 levels roughly. So, the Fighter 13 I mentioned before might look like this:
- Longsword +3 Frostbrand (+6 vs. fire-using/dwelling creatures)
- Axe (hand) +1
- Crossbow of Speed (+1)
- Plate mail +2
- Shield +2
- Gauntlets of Ogre Power (Str 18/00, or +3 attack, +6 damage)
- Boots of Striding and Springing
- Plus a few healing potions or other potions.
If you used material from Unearthed Arcana, so had access to
weapon specialization, just a PC would probably be +3/+3 for attack/dmg with the longsword. Quick stat block summary would be:
AC: -3 (5E => AC 23) due to plate mail +2 (AC 1), shield +2 (+3 bonus to AC -2), and DEX 15 (+1 AC, so AC -3)
HP: 80 (9d10 + 30, assumcing CON 16 +2 hp bonus and given +3 hp/level after 9th without CON bonus)
THAC0: 8 (+12 5E)
Attack: Longsword +9 to hit (= +3 gauntlets, +3 sword, +3 specialization), +12 vs. fire-using/dwelling creatures
No. of Attacks: 5 / 2 (means 5 attacks every 2 rounds, so 2 then 3 then 2 then 3 etc.)
Damage: 1d8 / 1d12 (small and medium / large) +12 damage (= +6 gauntlets, +3 sword, +3 specialization), +15 vs. fire-using/dwelling creatures
Now, at 13th level, many foes would have AC 3 to AC -3 probably, but some worse and some better. Such a PC would hit all the time in general against most foes. Even an AC -10 (the best in game; 5E => AC 30!), the PC hits on a roll of 9 or higher on the d20!
Anyway, this is a more powerful example, but not that unusal for higher-level play in AD&D. I played in an epic campaign once where my PC (24th level Ranger) was insanely equiped:
1. Hammer of Thunderbolts (does double damage dice; +5 /+5 due to combining #2 and #3 below)
2. Gauntlets of Ogre Power +(3/+6)
3. Girdle of Storm Giant Strength (STR 24: +6/+12)
4. Specialization in Hammer (+3/+3)
Total attack bonus was +17 (with THAC0 4, means he couldn't miss really) and damage bonus +26. His weapon damage was only 2d4+2 vs. S/M and 2d4 vs. Large.
Magic items could make already powerful ultra-high level PCs feel like demi- or even lesser gods.