But, with that being said, I will share that my experience of shields in 5th edition is not that they stink if one does not have the protection fighting style, and that shields in 5th edition are more useful than shields in the 1st edition and 2nd edition of AD&D. Not only do shields provide a two-point AC adjustment across the board, but some classes can use the shield for interesting effects (the cavalier does, the cleric or paladin can incorporate a holy symbol into a shield and thereby avoid material components to spells, plus some other exceptions in the game where shields come up and that are slipping my mind in the moment, and this is not even introducing a discussion about shield mastery, which, given the digression about feats from the last two or three pages of this thread, I will certainly avoid). That two-point adjustment to AC is great. Anyway, in my experience shields have a place and, vis-à-vis 1st and 2nd edition -- and for that matter, Basic -- do not stink. Probably vis-à-vis 3rd or 4th edition they stink...I really don't have enough experience to hold such an aromatic opinion.
My opinion on shields are mostly in the matter of having the opinion of equipping a shield vs doing something else with your hand. The 2 points of AC often does not match up well with the myriad of other options that focus PCs into one style of combat. 5e gives classes with fighting styles a good nudge in one direction. If they take a direction away from shields, equipping one often feels like a downgrade. This is especially true once higher tier armor and magic armor come into play to give PCs enough AC to eschew shield use.
The issue is less the attacks and more that you can only draw one weapon a turn. In 5e, you can only interact with one object as part of your movement.My second humble contribution here would be to respond to this notion that "you can't even throw multiple weapons in a turn without a fighting style." I do not understand this. Anyone with multiple attacks, gained at 5th level or 6th level by the battle smith artificer, college of valor or college of swords bards, monk, barbarian, ranger, paladin, and, of course, the fighter, can throw a # of weapons/turn equal to the character's # of attacks, which would be two for these characters and, of course, even more for a higher-level fighter. But, in addition, any character at even 1st level can employ the "Two-weapon Fighting" rule on page 195 of the PHB to throw an additional light weapon by using a bonus action. This option means that such a character does not get the usual ability modifier to damage with that additional thrown attack. For convenience sake, here is the rule:
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
You need the Dual Wielder Feat or Thrown Weapon Fighting style to draw multiple throwable weapons in a single turn. Therefore without them, you can only throw multiple weapons in one turn if you drew one the turn before.
This often leaves Str based weapon users with a weak ranged attack and pushed them away from it as HP bloats