What you’re saying sounds fair enough to me. I understand where you’re coming from. However, while I agree with the concept, I disagree that the implementation in vanilla or Classic is at all immersive. Does that make sense?
I agree that the concept of not being very skilled with a weapon when you first pick it up is a decent roleplaying concept. However, I do not agree that after you reach skill level 400 with the one-handed sword, and you pick up a one-handed axe, or even a mace, for the first time, your skill with the axe will be 0 out of 400!
I understand that different weapons have different styles of use in real life, but it actually makes much more immersive sense that when you hit max skill level on the sword, then your skill in axes will also rise significantly, too, and you just have to put a bit of training into axes to fully understand them and use them, too, at max level. Start from zero in axes, though, after 400 at swords? No, that neither makes real-life, not realistic, nor immersive sense to me.
Then, regarding the mining and collecting herbs, it makes sense that you fail at the beginning, yes, but the way it was implemented in vanilla and Classic is just not immersive, due to the graphics engine and budget of the time. If picking herbs involved some sort of mini-game like lockpicking in Fallout 4, only a much faster one, where you have to pull the flower at a certain angle to not break it, and you failed it at the beginning due to lack of experience and started to get better and faster as you farmed, then it would’ve made perfect RPG and immersive sense to me. If mining ores involved a quick first-person-shooting mini-game where you had to hit a specific location with the right power to mine successfully, and you failed at the beginning due to lack of experience, then it would’ve made much more RPG and immersive sense to me.
Seeing a message like “You failed at mining/collecting/fishing the item” just makes no RPG or immersive sense to me, though.
Finally, collecting all the ores in one whack is a minor addition to save players’ time from an innately not-so-fun activity like farming herbs and ores. And it can make RPG and immersive sense if they simply add it to level 300+ miners and herbalists, where the reasoning is that they’ve become so experienced that they can do it in one go.
In short, there are a lot of nice RPG concepts in vanilla/Classic but the implementation really fails in my opinion, so I simply prefer the way they are today in Retail, because it saves my time and doesn’t annoy me with text error messages like “You failed at mining/herbs/life.”