I think you make valid points that are based entirely on a preferred kind of gaming. Some folks actually like the idea of rooting around through dungeons and dumpsters and finding things that give their character a tiny bonus. Those folks are will to do the math, and trade away "beloved old magic items" (though they probably don't have any of those) and so forth. Ability scores also give you one more fiddly number to keep track of, so you could drop those too. In other words, I think it's mostly a matter of how you want to play, and DnD is geared toward a certain range of styles.
Also specifically:
> IME people mostly just drop their boring +1 sword and replace it with a +2 sword - "beloved old magic items" are very rare and likely to be powerful enough to be hard to replace anyway. I suppose if Excalibur were a +1 sword this would be a problem.
> I think the gear-balance issue is overstated. IME it's not so delicate of a thing. A character with a potion of fire resistance that fights a cold creature suddenly has no magic items - but that sort of reasoning is never considered by advocates of gear-entitlement.
Besides, selling stuff means that you can always just trade in the +2 sword for a +2 triple-headed flail - at least in theory. If the game system is zinging you with some 20% rule, then that's another problem.
> The "importance of gear OVER character abilities" is not the same thing as gear being important. Short of an RPG where your character is just as powerful in his underwear as he is in platemail I don't think on can solve this "problem".
> I agree that the economic system is bizarre, as you point out. I'd be curious to hear a developer explain why Angelsteel Armor +5 is worth the same as 5 suits of Angelsteel Armor +4. But I disagree that anything in concept about +1 weapons *necessitates* this kind of economics. There were +1 swords before anyone ever dreamt of an astral diamond.
Also specifically:
> IME people mostly just drop their boring +1 sword and replace it with a +2 sword - "beloved old magic items" are very rare and likely to be powerful enough to be hard to replace anyway. I suppose if Excalibur were a +1 sword this would be a problem.
> I think the gear-balance issue is overstated. IME it's not so delicate of a thing. A character with a potion of fire resistance that fights a cold creature suddenly has no magic items - but that sort of reasoning is never considered by advocates of gear-entitlement.
Besides, selling stuff means that you can always just trade in the +2 sword for a +2 triple-headed flail - at least in theory. If the game system is zinging you with some 20% rule, then that's another problem.
> The "importance of gear OVER character abilities" is not the same thing as gear being important. Short of an RPG where your character is just as powerful in his underwear as he is in platemail I don't think on can solve this "problem".
> I agree that the economic system is bizarre, as you point out. I'd be curious to hear a developer explain why Angelsteel Armor +5 is worth the same as 5 suits of Angelsteel Armor +4. But I disagree that anything in concept about +1 weapons *necessitates* this kind of economics. There were +1 swords before anyone ever dreamt of an astral diamond.