I don't think having weapons available for such a short tutorial is a big deal.
You can certainly argue it makes more sense for roleplaying to not have them, but mechanically having each character start with their desired weapon is a lot more convenient and practical.
Taking the weapons away also reduces player choice, as you won't have the choice of fighting the guards if you're unarmed.
Also, I'm still seeing several bugs this patch (mostly in multiplayer), such as bugged opportunity strikes, de-sync issues where we have to save and reload, abilities consuming cooldowns with no effects, and others.