CapnZapp
Legend
Thank youThere's definitely something to what you are talking about, where damage resistance to non-magical weapons is pretty much a non-factor to any campaign that isn't specifically run as low-(or no)-magic games. And the urge to make monsters more resistant to less-powerful weapons makes total sense. This is especially true in a campaign such as yours, Capn, where the ability to buy magic items is a central part of what you are trying to put together for your own game.

Oh I do see your point. In editions past D&D would of course have gone with the "more is more" approach. Not merely reassigning the "common" uncommon materials (silver and adamantium), but to add oodles more!We have qualities such as Masterwork, Silvered, Mithril, Adamantine etc. that we use to signal "better" or "more deadly", and these are narrative explanations. A Silvered weapon has a story...

Adamantium defeats DR against non-magical weapons made of adamantium
Copper-Adamantite defeats DR against +1 weapons made of adamantium
Cyrite (Arcane Steel) defeats DR against +2 weapons made of adamantium
Silver defeats DR against non-magical weapons that are silvered
Hizagkuur defeats DR against +1 weapons that are silvered
Pandemonic Silver defeats DR against +2 weapons that are silvered
Cold Iron defeats DR against non-magical weapons made of Cold Iron
Nephelium defeats DR against +1 weapons made of Cold Iron
Abyssal Bloodiron defeats DR against +2 weapons made of Cold Iron
Except you can have these boons on top of the magic weapon bonus.If you have a low-level Cleric and a Paladin in a group and they cast Bless and Divine Favor on the Paladin... the Paladin for an entire fight has ostensibly a variable +1 to +4 magic weapon (+1d4 attack roll bonus for Bless, +1d4 damage bonus for Divine Favor). And the game then wants us to believe that having a +3 magic weapon is somehow this massive boon? Not likely.
While any given +1 is just as valuable or worthless as any other, the magic weapon bonus lets you have two of them.
Having "one more than all of them" really is a massive boon. It might not actually wreck anything when applied to attack or damage rolls, but it sure does when applied to defense. That's why Sane puts all the armor and shields in its own section, to make it clear that if you give +3 full plate to optimizers they will break bounded accuracy, precisely because they will use first "all of them" bonuses, and then on top of that the +3 from the magic armor.
You can still hand out +3 full plate to any other player. For instance, there are loads of new happy players that walk around with maybe AC 14. Giving them AC 17 isn't wrecking anything - heck, it's helping them, because now they sport half-decent defense and might actually survive. My point here is merely to say that +3 AC bonuses aren't inherently bad, just bad when they're the straw that breaks the camel's back.