Let us all talk
Setting and Tone, to begin with

There is NO rule that says "a level one character cannot, under any circumstance, be fully equipped with loads of magical items". After all, if you really want to justify it through lore, you could pick the "noble" background in any game/setting and start the game with so much money that you can basically buy anything and everything.

What TONE is larian going for?
In DOS2 we're captured, put on a ship sailing to a prison island. That makes the case for lack of items, and yet as soon as you get to the island you find it all: magic rings, magic vendors, magic armor, magic weapons...
If Larian, similarly to DOS2, want to go the high fantasy route with BG3, magical items will be pretty common as soon as you start opening crates and looting corpses.

An argument can be made in favor of low fantasy/dark fantasy in which magic is often a more distant threat/phenomenon. In such a setting, it takes time for characters to meet any "tamed" form of magic: magic controlled by humans and usable for the protagonists' benefit rather than wild, dangerous, murderous magic.

Consistency...
Given the forces at play in this first region, I would argue in favor of such a setting. Goblins and druids, although for wildly different reasons, do not meddle with powerful magical artefacts. The former because they're dumb as rocks, and the latter because they get their magic from the divine forces of nature, which are usually of the perillous, murderous kind, but druids are able to master through training and faith.
We also enter the lair of a dead former red wizard, where we find a powerful necromancy book which should be extremelly difficult to handle for lower level characters, as it requires advanced magical training, and the mage that accompanies us must have some form of barrier preventing him from accessing such advanced knowledge otherwise... well, he wouldn't need us to begin with.

... Or lack thereof
The case of the tiefflings is a bit weird to me at the moment. They ran away from literal hell, and shouldn't be in possession of all the magical weapons and armor we find when trading with them. After all, when Zevlor gives us our reward for helping them remain in the druid grove, he basically hands us a picnic basket and says "this is ALL we have left".
Dude: the blacksmith over there said he was basically the best there is and can craft magical swords on a makeshift anvil that barelly stands as it is. I think you can do better than two apples and cheese as a reward, you cheap rascal.
EDIT: please make this a dialog option in the release version of the game laugh

Conclusion
Obviously the game is still in early access and lacks a lot of polish. That being said, I have noticed some inconsistencies in tone, and the writing leaves a lot of "plot holes". In themselves, they are no big deal unless there are so many that they end up breaking immersion, making attentive players wonder about stuff that shouldn't bother them, thus distracting them from actual conflicts put forth through gameplay, level design and storytelling.
As a player, it isn't my place to DEMAND the presence or absence of magical items. But we can advocate for consistency in a game that is heavily based on storytelling. In that regard, there is tweaking to be done and decisions to be made as far as magical items are concerned, and I think it has yet to be made, or it isn't visible in the EA.

DISCLAIMER: I love magical items, as I'm sure many players do, because they make me feel powerful and excited to find more. But while they can make fights less frustrating, they can also make players dumber. After all, if you can blow up a wall in three hits with your hammer, why would you try to find explosives around the map to get the same effect? Low resources allow for more creativity.

Last edited by Corren; 27/10/20 03:52 PM.