I've noticed there was something I disliked straight away, seeing as I had no reason at all to change any of my starting equipment even after 5 hours of playing, seeing as there simply wasn't anything better, but only "different", but after playing more, and reading this:
http://kotaku.com/how-to-balance-an-rpg-1625516832 (which is very nicely written by the way and very astute),
I'm pretty sure I had it right.
Such efforts have gone into making everything "work out", making everything "viable", that the game is incredibly bland for an RPG. If you had considered human psychology instead of math charts, you would have not designed it this way.
Such efforts have gone into allowing players to "maintain their clothing style in the game" that everything is mechanically bland and samey, because of the missguided effort to keep it all mechanically viable as well.
The whole fun of an RPG is those supposed 'game changers' that you find. That special stuff that far outclasses what you have and which is so significant that it changes the way you approach combat from the moment you find it onwards (for example, having had a fighter with a greatsword, and suddenly finding a longsword that is so good that you switch to using sword and shield, changing the way you play. these things are the stuff of great RPG mechanics), or the knowledge that there's something which outclasses your current equipment and which you just cannot afford yet.
The way this game is set up, and correct me if I'm wrong, as I admit I haven't played it completely through, this doesn't really happen. It's seems to be all blandy bland same, but scaling ever upwards to become the same bland but with bigger numbers VS bigger number enemies.
Really, who told you I WANT padded armor to remain a "viable option" later into the game? Why is this more fun or interesting AT ALL? Most RPGs took the much more fun way, which is NOT TO MAKE EVERYTHING VIABLE, but rather have you progress and change instead of keep the same crap you like aesthetically forever and just upgrade it with +1, +2, +3 and so on.
Not that it's relevant so much, but in reality, as in those RPGs, the choice of crappy padded armor was in almost all cases BECAUSE YOU WERE VERY POOR or unimportant enough that nobody cares about equipping you well.
And of course you would have much preferred to get that more pricey leather armor, or chainmail if you could. AND THIS IS WHAT MAKES RPGS FUN TOO. The anticipation for improvement. Knowing there's something much better to get, and saving up for when you can finally get it.
Finding stuff which is SO MUCH BETTER than what you have.
It's basic really.
Even the numbers game doesn't really make any difference.
Great, so I have spear which is slightly more accurate and mace which defeats some damage reduction. End result? pretty much the same. Either I hit slightly more for slightly less damage or hit slightly less for slightly more damage. In either case it's not really enough for me to exchange weapons even if it puts me at 0.1% of disadvantage, because that's pretty much how it's set up, in order to not "interrupt the player's choice of stylized outfitting".
So far, I find this to be poorly considered