Unless it was relatively cheap for fighters to become specialised and masters of weapons, so that they can easily become masters of a range of weapons in a relatively short time.
They could also steal the flexible "weapon styles" idea from Mongoose Runequest II (later "Legends") and then give the more martially oriented characters broader styles.
Basically, in MRQ, you can define your weapon styles however you want, within the concept of the character, and a few common sense restrictions. For example, if your barbarians cultural weapons are axe, bow, javelin, dagger, and shield, then you might define a melee style and a ranged style that covers those (with "thrown javelins" tossed into one of them for free). Then
you get equally good at axe, dagger, and shield at the same time. Some civilized guy that learned spear, sword, and crossbows in the militia gets a different set. And of course, each group/table can decide to define these as narrow or broad as they want--distinguishing between using sword and board versus sword alone, or not.
It can be rather vague, and does require some explanations to work well. The examples and discussion of the implications are lacking in MRQ II. In D&D terms, you might have three tiers:
- Not much into weapons (e.g. wizard) - styles are one weapon at a time.
- Some weapon use (e.g. rogue, cleric) - styles are relatively tight but flexible by character. A rogue can take one ranged style and one melee style, picking the short list of weapons that fits his concept. A cleric might pick weapons that fit the deity.
- Warriors - styles are broad. Any "true" warrior that learns the battle axe will pick up hand axe and great axe to go with it, or alternately, concentrate on something like great axe and other large weapons. Give fighters more free picks than anyone else.
That way, you don't get into this compromise stuff where, say, the cleric or rogue free weapon proficiency is able to cover a lot of ground, yet manages to be too narrow for some characters and too broad for others. A fighter will naturally gravitate towards being extremely competent with most weapons, but might have a few gaps--gaps unique to that character, not the class.