That's because it simply doesn't exist. I've played Warband forever and when I load in the first thing I do is pick the heaviest shield, the strongest 1 handed(both are the most expensive so you know they are the best) and pick whatever armour I can afford. The specialization only applies to competitive which is not even worth arguing for at this point, I'm arguing for the people who want to roleplay, have uniforms with their friends etc.
I think this is where an expanded gear system really could've been awesome. Different shields with different sizes, speeds, perhaps even different resistances to damage types if you want to go crazy.
Similar for armour types. The heavier stuff doesn't always need to be more expensive. You could work with movement penalties, so for example one armour type weighs you down but is highly protective, while an other one protects less at the same cost, but doesn't come with any penalties.
Then you could also have more outlandish options like Berserker outfits that don't protect you, but give you perks (like cut-through) and/or stat bonuses.
That way, you have tons of sidegrades and interesting builds and compromises you could make.
There will always be a best, most optimal option for competitive, that's how it was for Warband, that's how it currently is for Bannerlord.
A system like I described would however give you far more room for experimentation than there currently is, and bring an incredible array of possibilities to casual play.