Katala I think answering your question might derail the conversation and send it in a different direction, but I felt the need to add my two cents.
I think in your example it's a matter of scope. For instance, if I was playing an more fantasy, story driven game I would prefer ax 1 (the black one). It is not realistic and is very flashy. That is kind of the point though. If I were playing such a game, I want to be immersed in the fantasy as much as possible, which would include special weapons and armor that only I could use.
Likewise, if I were playing a game that was a little more dystopian, than I would prefer ax 2. The whole concept of dystopian is a plausible alternate, usually futuristic, universe. I would not want to run into a fight for my life with something that looks like a piece of art meant to be hung on my wall.
Tieing this back to the original conversation, both have their place. As Mr_E_Bear stated, "The most creative solutions are often logical extrapolations...", both axes would be derived from a logical need that makes sense during the creative design process. Of course, the argument for logic I am making is different than what the conversation intended, at the end of the day, logic is logic and practiced in the same fashion but geared towards the problem.