First, don't those "corner cases" come up an average of at least 1 in 6 rounds, (tied initiative on d6, rolled every round)?
Sure, weapon speeds cases can come up. The exact frequency depends on more than just tied initiative, though.
Plus, why include a specific rule to make things more complicated in corner cases -- as many AD&D1 games have proven, weapon speed rules are completely unnecessary at all.
I agree they're unnecessary. That doesn't mean the rule isn't desirable in some circumstances.
Second, weapon vs. AC rule was left out of the game, too. You seemed to have missed that half of the sentence.
Nah, I didn't. It's just that I consider application of those rules to be the purview of the DM (including simply not applying them). The
Players Handbook summarizes the general procedures that govern play, leaving the details to the DM. The rules in the DMG provide the DM with a lot of material of adjudicating combat and other situations, but (for better or worse, and intentionally or not) it doesn't do so in an exacting, rules-parsing manner. Using the rules in the DMG in that manner is just setting yourself up for frustration, IMO. It's not the way AD&D excels.
Here's what it boils down to. If somebody asked me if I wanted to play in a 1e AD&D game, I'd say "sure." Whether or not they're applying weapon speeds or weapon vs. AC doesn't matter, to me. I'd consider it AD&D, either way. And I wouldn't bitch if they didn't use weapon vs. AC the entire session, but then used it during a particularly single combat. Again, I consider it up to the DM to apply those rules in situations where he thinks them relevant.
If I were DMing an AD&D con game and a potential player felt compelled to try and pin down those kind of rules details (i.e. the summaries in the
Players Handbook weren't good enough for him), I'd suggest not playing in the AD&D game at all, and using the convention slot to play something else that uses a more exacting and rules-parsing approach (e.g. 3e D&D, Magic: The Gathering, a tactical miniature combat game, a hex-and-counter wargame, et cetera). I suspect we'd both be happier.