Still, a lot of the shit you can get actually feels unique. My only real gripe is that I prefer it when even "mundane" magic weapons are special enough to get names and histories.
Someone on Steam compared itemization with Roguelikes. U go dungens and quests and get loads of stuff and try to make builds with it, not the other way ("My dude uses only star knives so I demand +1 +3 +5 star knives everywhere").
That is a poor comparison, though, because the game
isn't a roguelike, and gear is not random. Further, the system is one that requires premeditation and an element of planning, whether that is a preference I have or not (it is not, I prefer systems where characters are expected to evolve organically, but they are often unsuitable for CRPG's). PF is structured in such a way, systemically, that you almost need to pick your focus long before you can make an informed decision based on the world you are approaching or partaking in.
Valerie and Amiri are both perfect examples of this. They both have Exotic Weapon Proficiency: Bastard Sword and/or Weapon Focus: Bastard Sword, long before there's any information in the game whether bastard swords will be prominent or not in terms of loot, and this decision was made (not by us, but by the developers) on level 1. The player character really is no different, especially in terms of prerequisites. You want to do that on level 1 because it's going to be defining, and if you don't, you will be delaying relevant feat progression by as much as 6 fucking levels.