I'll say it again, a question of style.
I don't like the concept of the ACME Magic Artifact Co dropping off goodies. As this is the main thrust of the thread (although in chunks it has read very much like the Warlock gimping thread) that's where I stand.
I understand people don't like ACME Magic Artifact Co or Spellmart, but you don't have to have those in your world to handwave shopping. The characters still get the items from commissioning wizards, thieves guilds, general stores, alchemists, dwarven smiths, temples, etc... you just don't need to spend time talking about all of that.
Player: We need to sell all the loot and I a would like to purchase Goggle of Night.
DM: You get 900 gp from the gem, art, and other loot. You find a pair of Google of Night for 1,500 gp.
Player: Ok done. (does the math, adds Goggles of Night to his inventory).
Player: Now lets go talk to the forger who is making those invitations to the gala ball, ohh I picked up a nice set of clothes for the party while I was shopping.
DM: Goes on to describe the interaction with the forger who has some other information to give to the party.
Now that is my style and my players enjoy it, I also prefer this when I play because if an entire hour is spent dealing with selling and purchasing items I feel it takes away from the story.
I, and most of the groups I've played with prefer a more roleplaying approach to problem solving, rather than just being presented with a queue of people to "talk" to. In these forums I've seen that described as blatant railroading.
There is a story, running around clicking on every npc in the village seems more like a video game to me than going and talking to just the few that move that story forward. Railroading is shoving that story at the players no matter what, the trick is to make the story you want to tell the most interesting thing going on around the characters so they want to follow the story.
At my table a sudden flare of light from dim to bright would give the party an advantage for a round or two assuming they were ready for it, when facing creatures that found glowing fungus a reason for wearing shades. I wouldn't expect that to be the case at everybody else's though.
They don't wear shades around glowing fungus, they use glowing fungus to light their world like lanterns and candles, darkvision is not a weakness it is an advantage.
At the heart of it, this is a roleplaying game with rules, not a ruleplaying game with rolls.
To me it is a Role Playing Game, the Game part is just as important as the role playing part or you might as well just have a cooperative freeform storytelling night, you don't need books for one of those.