And that's probably one of the few most sensible options in order to get it to work, but not practical.
There are far more projects that fail because the creators lose their focus and the projects get out of hand, than there are succesful games around.
Just because a part of game development is making these assets, doesn't mean everything gets added.
Well, it'd be something the developers consider when implementing dual wielding.
- No need to nerf damage when dual wielding them, simply make them weak solo. Encourage the main point, if you're choosing to have that in a customs game. And they would be exclusive to customs, for exactly the reason seen in this thread. Misunderstandings nearly went into debate. That's why I rather these be optional.
But sure, assets related to custom mechanics are only for customs.
And neither do I, but having no sympathy for it, doesn't mean it isn't relevant and that they aren't doing it.
Resource management is efficiently handling the time and money efficiently in order to get the best result possible.
Not wasting on campaign, but doing that for you, just means that the resources come from some other section of the game, Forge, theatre, the map team, the AI, the graphics Department, QA and so forth.
For instance, consider that there were no developer made BTB maps for Halo 5, but they did ship three Warzone Maps.
Forge items and armor pieces I'd argue don't need much work to to implement. I'd be surprised if they haven't made it so that the process isn't too unsimilar to copy pasting and changing a few values, with a new mesh and collision box, with a quick test to make sure it works as intended.
Weapon variants I'd assume work in a similar fashion, with stats that they change and alter, and can easily be implemented.
Now I'm not certain which environments you're refering to.
However if I'm to take some a guess, an environment rarely seen or barely used, could easily be assets made earlier with another use in mind, which got changed and they never discarded those environments, putting them to use elsewhere.
Alternatively it could be part of the narrative, to convey a sensation or two.
Or as simple as them not getting a lot of value out of it.
The work required to implement 20 Forge Pieces and 20 armor pieces I'd argue is far less than making Five armor Abilities.
Not to mention, the game is an experience they want to convey, they want you to use these abilities. If we could clear most jumps in Halo 5 without clamber, it'd see far less use.
I don't even think I have played a single game which have had extensive mechanics disabled in the Main "ruleset", only available in user game modes. Perhaps there is such a game out there, I don't recall and I don't know what to look for.