It doesn't matter, you get one free interaction plus you can draw or stow a weapon with every attack you take as part of the attack action.
For example - worst case starting empty handed:
draw shortswort-attack, draw simitar-attack(nick), attack-shortsword stow scimitar, bonus action attack shortsword free interact stow short sword, action surge attack draw Maul-attack, Maul-attack (can now draw another weapon or stow your maul or just keep the maul only in hand)
This is the worst case scenario, starting with nothing in hand.
If you start with a weaopon in your hand (any weapon you are going to use) it is one less interaction.
Yeah I'm not a huge fan of this level of juggling but I'm struggling to find a compromise.
Allowing one free draw at the start of your turn would still be better than 2014 but then you still need to specify the ability to draw for every attack with the thrown property.
If you then allow dropping for free and drawing/stowing/picking up as an object interaction, it allows some swapping during your turn but not crazy levels on multiple attacks (you basically get one option to swap or two with the dual wielding feat).
I'd prefer it if it was possible to swap weapon properties on a weapon you are wielding at lower levels instead. They went out of their way to limit that. If that's so terrible, the property juggling must be as bad and far cheesier.
I would probably adjust the old weapon mastery feat (whatever it is now called) to give it some benefits to characters already trained in martial weapons, such as:
- If you have the weapon mastery class feature, choose one weapon with which you have weapon mastery. You may choose an additional weapon mastery property applicable for that weapon. You can decide which property to apply to attacks with that weapon at the start of your turn.
- If you are fighting with the same type of weapon in each hand, you can choose different properties for each hand.
- If you know multiple weapon masteries for a weapon you are wielding, you can change properties as a bonus action during your turn unless you already have a class feature that allows you to swap features in a different way.
Or something like that.