The question is, would that provide a good basis for fully mundane characters for the people who want them, or would it be a waste of effort I could put elsewhere. I don’t know.
So... I'll give a different perspective on this - that's a
business decision. Building in-world justifications and game design elements comes after deciding whether these items matter in terms of your goals for what you are building.
For example, we can think of four cases:
1) I am building this for my own table or local community
2) I am building this just for the experience of building it.
3) I am building it to get 1000 sales over 5 years
4) I am building it to be the next Paizo
Each of these have different answers to the question, "Would this be a waste of effort?"
So, what are your goals?
Others might say it is
focused writing. Fafhrd and Grey Mouser walk through a world largely lacking in detailed history of failed projects, for example.
I’m probably not mistaking the intent of my own words, but skipping past that, being threatened by a big monster wouldn’t stop people from trying to develop better weapons, and vanishingly few fantasy stories I’ve ever read feature societies that are constantly under threat.
I think the point didn't hit home. My point is that when there's a big monster, nobody gives a whit about whether anyone tried a thing in the past that didn't work out. The world-building you see in a work is that which turns out to be relevant to the conflicts in the work. That which isn't relevant is largely absent.
If that history is absent, then, "nobody ever thought to try," becomes an unfounded assumption. Unless you are introducing a plot element about it, whether anyone has ever tried it in the past is not relevant to whatever present crisis the characters are engaged in. It isn't bad writing or worldbuilding - it is just not writing about items of no consequence.
Why are we arguing the fine particulars of fantasy worldbuilding instead of discussing...
Um... we are talking about it because
you brought up having an issue with a lot of fantasy worldbuilding. And, when you are engaged in a worldbuilding question, the point that there's often unanswered questions in the worldbuilding seemed pretty relevant.
Does the world view electricity as inherently dangerous or evil? No. There being pockets of groups who do doesn’t make the general statement false. We are not obligated to constantly provide caveats and addendums to every general statement we make.
Wow. You have
completely missed the point.
Let me try this way - what the world believes, in general, is not binding on individuals in that world. In the midst of a general belief, there are still likely to be notable minorities who do not hold that belief, and in doing so they may be irrelevant fringe or they may be impactful on the world, depending on the details of the situation.
I mean, look out the window. We live in a society that largely believes that education is a good thing, and in theory, everyone can get a high school degree at no cost other than time and effort. But, overall, the US has about a 5% high school dropout rate. Why does anyone choose to not graduate from high school?
This concept holds
even more true for PCs. If you set forth a particular type for a culture, playing against that type is a fairly obvious choice in terms of both role-playing and tactical challenges. The more you stress how everyone has magic, the stronger the invitation to be contrary and subvert the trope, because it makes the "what if?" question even more pronounced and important.
You ask why people would choose to do other than follow the norm. I'm handing you answers to that question, and seem to be accusing me of requiring caveats and addendums. I'm not. I'm answering your question.