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Like for example you can get full Tungsten gear before you beat the pirate king or before you even beat any bosses at all, technically, by going to desert undergrounds and looking for caveling oasis minibiomes, but the tungsten payoffs from that method are so abysmal that it balances out by the sheer amount of grinding that would have to be done to pull that off (at that point it's more worth it to just follow the standard progression path).
That Cutlass is scaled to be a sword fitting for the end of pre-deep-underground content and early deep-underground, and if a player can just spend a couple minutes to acquire it almost risk-free, that just feels trivial.
Raiding underground deserts early might have a similar problem, but at least in there a single skelly will likely rip you a new one in one hit (or at least it will on Brutal, which is what I played my first full playthrough on), so managing to survive long enough to sequence-break by acquiring desert gear while severely underpowered for that biome feels at least somewhat earned.
If you could just find overpowered ranged weapons there it would be another story but off the top of my head I think it's just the cutlass and then the lamp which is fast but weak and blows through your mana reserves. So it doesn't seem like you're really skipping much.
Not that many. Some bosses appear straight up unbeatable in pure melee. However, that early in the game, with how low the power levels are, it's gonna be an apocalyptically formidable and switzerland-ly versatile tool of murder.
Not quite certain whether it'd be entirely viable for phase 2, assuming I'm playing on Brutal, but I can easily see myself cleaving through phase 1 of the Void Wizard with it. And truth be told, I'm more scared of stalling phase 1 due to how the projectiles from clones just never disappear, than I am of phase 2's rather sluggish projectiles. The swamp shooters would probably require a lot of finesse from me to beat them in pure melee, but still managable. Now the swamp boss, if not trivialized, then at least would be made noticeably easier for a melee user to beat.
Admittedly, at that point it's only good against regular enemies. But hey, that's most of the biome anyway, and you're already through like 80-85% of the pre-deep progression with that thing.
Admittedly, I'm not sure how trivial it would be to use the cutlass to get a flintlock from one of the pirates, but somehow I have a hunch that I'd still manage rather well, given the amount of defensive geography in the form of buildings.
Oh right, the lamp, which is also at least a solid weapon for its point of progression. A weapon of that power tier that has a ranged attack seems like it would trivialize anything and everything that the Cutlass didn't. Good point in favor of guarding the pirate village better, as far as I see it.