I think that starting items should be part of the Character build at the beginning, then you start out without it and find it during your escape from the ship. It's a small thing but one that as others have mentioned just adds to the immersion. To me this is a normal CRPG trope that actually works

Larian's attention to detail is oddly inconsistent when it comes to equipment in BG3 as opposed to DOS2. D&D 5th ed reduced the dependency on magical equipment in determining level strength (for those that are unfamiliar earlier editions assumed a minimum amount of magical items as part of the character's natural level progression) and personally I liked that change, to me it makes magical weapons more ummm... magical :P
However I would have thought that Larian would have brought some of that item creativity so prevalent and enjoyable in the DOS series to this game, at least a little bit, but they just haven't and it's a bit disappointing. It's more work and not exactly in the normal D&D5th style but imagine the increased level of immersion when your character who is going to be stuck with non-magical armor or sword for five levels instead has something cool looking with a vey minor but noticeable "perk" like Fur Lined Leather - no adding to AC but a -10% Damage from Cold attacks or Fancy Long sword - no additional Damage but +1 Charisma Checks. This kind of stuff is the backbone of DOS equipment and while D&D5th doesn't have this it very well could, and probably should, and I think it would be a real benefit.