The thing is - we don't even have bard/barbarian companions. If we had, at least we could make some use of the items. It might change after release though, if they add more NPCs to recruit and/or mercenaries.
I'm not sure how you're doing this but I don't equip characters staying at camp.
The last several patches noticeably increased the amount of rare and/or magical items in the game. I like the diversity we got, but I have two concerns about the implementation:
1. Contextual items placed randomly on the world map.
By contextual here I mean an item with a story, portrayed through either description or its unique properties.
A bad example - The Sparkle Hands (and almost all of the other 'lightning charges themed' items). Why would gloves which have a mention of some Yrre the Sparkstruck in the description casually wait for you in the fetid bog in the middle of nowhere? How does it connect with wooden woads and mud mephits nearby? Why is there a chest here in the first place?
There are a lot of examples like this in the game, to name a few: Speedy Lightfeet (windmill cellar), Haste Helm (blighted village square chest), Hamarhaft (a magical maul in a burnt inn) Circlet of Fire (necromancer's laboratory) and so on and so on.
A good example - Amulet of the Lost Voices. An amulet related to a scribe of the dead which allows you to communicate with the fallen is found in a chest inside the temple of Jergal. It is a perfect fit for this location.
As 1varangian said, there are so much items now that it would be almost impossible to find a good place for any of them.
I'd personnaly like them to reduce A LOT the number of magical items we can find.
Then of course, having them set in proper locations would make a lot more sense even if it's also cool to sometimes find an item in an unexpected area or on a NPC that shouldn't have it.
2. Class items are tied to class actions
A bad example: If I am not a bard, I have no use for Blazer of Benevolence, Cap of Curing, Boots of Brilliance. If I am not a barbarian, I have no use for Reason's Grasp. Those items are useless outside of their class and it makes getting them from enemies or treasure chest an irritating rather than rewarding experience.
A good example - Bloodguzzler Garb. Even if this item is barbarian themed, any class can make use of its effect. I can even build a mage armor melee dex-wizard around it. A very good design here.
I think if those 2 issues are resolved, then looting and finding treasure in the game would feel much more natural and rewarding.
I absolutely HATE how Larian is designing "class items" and sets with goofy effects and wierd conditions (50% life, if you heal, if you jump, if you dash, if you stand on electricity,...).
But I like that a few items are class oriented.
I'd love in exemple to find a hat that gives one more bardic die to my bard than an additionnal +1D6 HP when I heal someone with my melee oriented bard...