If the only thing wrong with a game is the fact that it has become all to easy since I picked up a certain sword then, given the option, I will stop using the sword.
For a completed game, yeah. If you happen to run across an easy exploit, or a weapon that you weren't intended to get at a low-level, you really only have two options.. use it, or don't. I'm just saying that, ideally, exploits you can "accidentally" trigger should be plugged, and you shouldn't be able to get a strong sword until you've overcome an approproiate challenge to get it.
Also, I'm not talking about something that's just a little more powerful that I'd need. Sure, some people may need something a little bit stronger/weaker than I do, and on a properly balanced game, fiddling with the difficulty slider would cleanly take care of that problem (which is another important reason for game balance; if you want to change the difficulty and things aren't balanced, the difficulty will become chaotic.. some things become super-easy, others super-hard; the developers can take care of this much better than most self-regulating players, I'd wager). But what I mean stuff like one-hit-kill daggers, 100% reflect damage, etc, without an appropriate drawback to balance the extreme bonuses. Essentially what amounts to "I Win" items, or makes large chunks of the game effortless.
The definition of cRPG is very woolly, but can we at least agree that such a game must involve some degree of choice?
Absolutely. I'm all for choice. Choices that make sense, at least, and have appropriate consequences. The problem is, when you're given an unbalanced item that's much too powerful, it's not really a sensible choice (it's stupid not to take it if you're trying to play your best, and if you're not cheating, there's no point in being offered it).
What it really comes down to, for me, is this. I'm not the greatest player, so I basically have to do as good as I can to overcome challenges. This is all fine and stuff, as I slowly get through it at my own pace, and it feels good when I do overcome them. But if an item suddenly dropped down that took away a bunch of the challenge, then it leaves me with two choices:
1) Take the item, knowing I'll get farther than I should be able to given my skill -- especially a problem if it only makes certain things easier, leaving the rest just as difficult (if not more difficult, since I'd be in a higher class of challenges)
2) Leave the item and gimp myself, when I'm already bad enough
Neither of those leaves a good taste in my mouth. The best option would be to make sure the item is balanced, and is only retreived after an appropriate challenge. That way I'm neither gimping nor overpowering myself, but it's something the developers have to do.