I see your point but, they pick the weapons that fit the situation; and if you don't like it takes what 4 seconds to switch them back to what you want. The game pauses too when you switch weapons.Rhayn said:My biggest problem with all the extra weaponry isn't that it exists, it's that your party members can sometimes randomly pull up an untrained, lower level weapon. Playing through on Insanity is when I noticed how much it matters. Especially against stuff that tries running up to you and one-shot you with an incredibly bullshitty attack (I'm looking at you, Krogans), it really matters what weapons your squadmates have when all you do is dodging the melee.
What I think could work is have the all the weapons useable for all classes, but only working in certain situations. For example, sniping would only be usable when out of combat, shotguns and assault rifles loose effectiveness depending on range, and as for pistols... Well, everyone can already use pistols, so lets not change that.
Then, depending on your class and training, the defects would be trained away so you could snipe in combat, kill stuff further away with the shotgun, more easily aim with the assault rifle in close quarters combat etc.
All weapons are usable for all classes. It's specialize you mean. And that wouldn't work. Solider classes specialize in weapons like assault rifle and sniper. Biotics specialize in lift and throw. That is why what class you pick is important. Otherwise there would be just one class. There would be to many talents for a character if that happened. It just wouldn't be fair either. Having a tech that can take your shields down and then hit you w/ a shotgun blast and kill you, isn't fair.
Also, those krogan where tough. Although, I was a biotic who also used assault rifles so they weren't really a problem for me.