Four characters times seven equipment slots. It's annoying micromangement, and in this case it's especially bad because you are not informed at all where the "red line" is where the amount of Repair needed changes.
Try playing a Rogue and see how fast your dagger degrades in the course of a battle. The answer is REALLY fast - two Durability per attack, and you can get say, an average of three attacks per turn, and that is just for ONE turn in one battle. It can absolutely go from 60/60 to below the red line after a battle.
Well, we're definitely going round and round now

, because when you say that I'm going to repeat this:
Everyone is welcome to their own opinion, and understanding that.. I'm going to put mine out there on something: I think people are being a little bit unreasonable with the whole tedium angle.
This isn't Diablo. The complaint of "after every fight" is being thrown around with all this despair like battles are being thrown at the player non-stop. That's just not the case in this game.
On top of that, battles in this game (because it is turn based) can go on for 10-15+ minutes or longer. What is 10-20 seconds of mousing over a few items for your characters to check for durability after a (or after every few) 10-15 minute battles? Small tip: if two of your four party members never got hit during the battle (happens a lot when you have melee up front and ranged in the back), that's two party members with armor that don't need checking.
Chances are most people are glancing at the tooltips on their gear once a battle wraps up anyway, to compare it to any drops that are recovered once the dust from the fighting settles, to use their Identify skill (if you have it) when needed, etc. So, this whole concern surrounding the "tedium" of looking over our gear is fairly moot. I can't remember the last time I wasn't already rummaging through my inventory after a battle.