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Except it's not. Different classes offer different gear options and they should ultimately lead to a balanced game (in a somewhat perfect scenario - i.e. balanced classes and factions). If every class can pick up any gear and have the same proficiency, where's the balance you talk about? If a 60 armour inf with full health picks up a crossbow/bow, how is that balanced compared to the enemy archers without shield and with ~30 armor, where's the balance when someone can literally setup a 4-5 archers setup just by picking up bows late into the round? Where's the balance when you can take a stray horse and ultimately become a class worth 50 more gold than yours? All this would be a bit less impactful in a single-life gamemode, but it would still somewhat affect the gameplay and would get abused extremely, this you can bet on.That is like the ultimate balance.
With your design in practice, we would see infantry picking up bows and horses way too much, instantly becoming 2 classes. We would see teams abusing horse archers. There's a reason for having different proficiencies or for blocking certain classes to pick up certain weapons. Hell, all it took in Warband was a simple long awlpike drop for cavalry to get double the damage output, this would just be extremely abusable.