weapon proficiences are a way to limit player character power. Rather than allowing them to be equally competent with any weapon, it forces characters to choose a subset of weapons to use without incurring a penalty on their to hit chance. This issue only exists as a check against the inflation of ability score bonuses and modifiers, so it solves a self created problem. It is also a genius step in curbing the runaway power of a min-maxed character.
Consider a Paladin who has reached 5th level and is now searching for his holy avenger. He has taken proficiency in every form of a sword and is ready for his ultimate magic item +5. This is great, and the DM should instead grant him a Holy Avenger in the shape of a scimitar, in which he doesn't have proficiency. A -2 effectively turns it into a +3 weapon, granting him all the abilities of the Holy Avenger but capping his power (however if he has 18/00 strength such a cap is a mere drop in the bucket to his overall power). If following Unearthed Arcana rules, he has been forced to fight with lance, spear, javelin, and normal sword for his first few weapons and so he does not have the flexibility to take any Holy Sword, and the DM is free to grant him a short sword, or a two handed, or anything else. And if you instead restrict the Holy Avenger to a +1 item, the proficiency penalty effectively makes it worse than using one of his standard weapons. Although Unearthed Arcana also gives Cavalier Paladins a +2 to all attacks, or some other such nonsense.
The point I'm trying to make is to always, always, always grant players magic weapons and such that they do not have proficiency in. Also, when crafting encounters, give the enemies weapons that have bonuses against the PC's armor class type. A simple mace has a bonus against plate mail and plate mail with shield, so even goblin and orc types can be so armed and can have some manner of advantage against players who are otherwise kitted out to kill them completely. It is actually more sporting than having the players face off against high HD monsters, since monsters of high HD not only have a better chance to hit and more health, but also more attacks and special abilities besides, which make them quite unfair, and a less elegant solution than simply giving weaker monsters better gear. I have learned that every "boss" type monster should simply carry a two-handed sword and wear heavy armor, if they aren't a shaman or some spellcaster.
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