No trace of consolization? How about the ridiculously stupid and unrealistic way new weapons were purchased?
Lets go to a shack with nobody inside, just a computer sitting on a table. Low and behold we can buy guns from this computer by feeding it diamonds! Then the guns just magically appear in another shack next door. Not just any guns mind you, but guns that respawn infinitely!
This have nothing to do with consoles, and it's a gamedesign I find similar to many famous and celebrated PC games. If you are going down the road of demanding shops in games making sense, there's no return.
Common cliché's:
* People will ask you for your help, then force you to buy the equipment you need.
* Shopowners pop up in all sorts of places, including the wilderness, in the middle of warzones etc, and still offer a huge selection even if there's not a single person in sight beyond your party and they have no wagon nearby. In Diablo the town consisted of like 3 people, yet the shop carried a huge selection of magic supreme weapons.
* You buy directly from vendor machines that just hand over armor and weapons like they were candybars, like in Dead Space.
* Shop owners have infinite gold and will without hesitation buy all your crap. In games like Diablo you even threw the money on the ground in front of the shop owner to pick up when you needed it. In others you carried tons of money without encumberance.
* Some games uses townportals to make it easier to sell loot. These portals open up a direct portal between a dangerous dungeon and the middle of the town center, luckly monsters never follow through the portal.
* Other games skipped that entirely and instead allow you to carry your vendor with you (like Zin Bu in Jade Empire).
Having said all that, shops is a gameplay component and gameplay is usually better when it's fun than when it try to match "realism".