In games I play and run (from level 1) there will never be the possibility to constantly find the right weapon. In my personal and humble opinion it is more fun to adapt to the flow of the game as a player. The DM runs monsters and non monster encounters which do challenge everyone the same in and out of combat.
And every player can chose to take the challenge or pass it to someone more competent.
I'm not sure what you mean by "right weapon" - if you're suggesting that it not be possible for a daggermaster to find a dagger and wand-wizard to find a wand, nor a sword-wielder to find a heavy blade over the course of 5 levels (the span over which you'd expect to find a weapon/implement with a +1 higher enchantment), nor to find some other weapon or implement and simply transfer the enchanment with the appropriate (low-level, open to all) ritual, then you're playing in a vastly different game than I've ever played in.
I expect PCs to find weapon and/or implement they're specialized in without much difficulty and in fact to find (or enchant or buy) one with an enchantment that's actually specifically useful to that character most of the time with only a little more effort. That doesn't mean you can find everything everywhere regardless of common sense and game balance; that just means following the DMG guidelines (which suggest that's what the type of treasure a PC should find in the first place) and maintaining balance with the wealth by level of a new character. Since a new character can select items that fit the character, even if only few items, balance suggests to me that long-term characters shouldn't fall behind this basic standard.
Barring very low levels and specific broken items and campaign-issues, I'd expect all characters should have at least 4 times the value of an item of their level in magic items (or gold), freely chosen. If they don't, even a new character outshines them - and that's not good.
I agree that it's fun to adapt to the circumstances. However; there's a framework within which such adaptation should stay. The treasure parcel system and the new-character creation guidelines define the framework within which characters are expected to grow. No more that you give your 1st level characters +6 Vorpal scimitars do you limit your epic characters from acquiring low level items.
You
can play the game differently and certain have a lot of fun - I'm not disputing that. But these basics
are described in the DMG and PHB and pervade all published adventures. There
is a general expectation about what kind of equipment is available and what not in D&D, and though you can deviate however much you wish from that, doing so will also change balance and render comparisons moot. Different rules lead to different games; it's almost tautological.
p.s.: And in my games you won´t find language reading glasses whenever you need them. And argumenting that an item easily saves a feat i counter with: get a better weapon...
The glasses (and various other language-comprehension items) are trivially made by a high-level caster, or presumably available for purchase to the interested PC should he look for them (this assumption by balance with new characters). By contrast, the feat "saved" by just getting a better weapon would require more gold than the entire character's wealth in all likelihood - just a +1 better weapon makes it 5 times as expensive. You can replicate linguist for some usages with a cheap item, but you can't replicate expertise with a cheap item.