I think for this game were gonna have to not get too attached to any one weapon. Until late game with the master sword, we may never get a sword that's "our" sword. Just "a" sword. To me it seems best to view the weapons the way You would view power ups in a platformer like Mario. In one level you get the fire flower. You use it for as long as you can, taking it to different levels, but you know it's just a power up, not your base state. So you know eventually you'll lose it. But that's fine because there's more power ups to be found. And besides, several of your abilities will be permanent like the runes and paraglider. You'll always have something to fight with.
This is the best way to make loot useful. Finding weapons in other rpgs boils down to: does it have a better stat? Good, use it. If not, it gets lost in a sea of other useless weapons. Finding weapons will present a choice, should you use it and risk breaking it? You have to decide if it's worth using at a particular moment. Very exciting gameplay implications.
Like you say, it's not like you'll be stuck without something, you'll be able to pick up any weapon your (relatively similar size) enemies drops.
Nintendo's patent for scrollable shoulder buttons really makes too much sense with this control scheme.
I think about it every once in a while, and then I try to prepare myself for disappointment.
Also, for those wondering about puzzles, if you haven't seen it, the two extra shrines the treehouse showed off were awesome. Puzzles look really fresh because of your skill sets in this game. Not having one right answer for Zelda puzzles is something I've been looking forward to for a long long time.