I used to play in a larp where "Shatter" and "Warp Wood" spells were easily available to spellcasters. Mend spells were also available, but who has time to mend a weapon in the middle of a fight?
Thus, backup weapons were a must.
Even though they were lightweight LARP gear, not the real thing, the sheer logistics of carrying 2 longswords, 2 shortswords, a flail, a mace, two daggers, and a shield, in such a way as to make sure that you could easily draw any of them, took some thinking about.
There was also the need to carry a bag of bandages - and be able to find the big bandages (for body wounds) or small bandages (limbs) fast enough to stop the casualty from bleeding to death.
Ditto for any potions you wanted to carry. You know how hard it is to carry a selection of different potions whilst not breaking them every time you hit the ground? Whilst still making sure that they were easy to access should you need them in a hurry?
And holy water too - the undead in this game could quite often not be stopped without it, which meant making sure you had plenty of it - again, carried in such a way as to be able to get to it and use it quickly - often with one hand. (And since we, in the real world, had to worry about litter too, you also had to have somewhere you could quickly stuff your empties in the heat of battle)
*****
If there is anything LARP taught me, it was that the idea of the adventurer with the big backpack full of all his useful gear is a very impractical one. You need lots of small, easy to open pouches, or bandoliers, perhaps, in which to carry your gear, preferable colour coded.
That, and that all adventurers should carry a small dose of healing potion on a cord around their neck, so that if they hit the deck and are bleeding to death, the first person to get to them, even if it isn't the cleric, knows exactly where to find a healing potion and thus can save their life. (of course, this doesnt work in Conan)