dtgreene: Also, back in 1e, I don't think they even had weapon proficiencies back then, or they may have been an optional rule. In particular, there's no notion of a fighter choosing to prefer swords or axes. To be honest, I think the game is better without weapon proficiencies.
chrlpolk: Role-playing preference, like in pen-and-paper. When I first played the computer games, I had a Fighter who used a 2-handed Axe (based on a character I played, who was an unhinged maniac, but considered a good guy; he would have chopped up innocents if they talked to him wrongly, but because they viewed him as a hero, they always gave him utmost respect; so he chopped up villains because of minor slights, further perpetuating the hero myth). As tempted as I was to use the +3 shield and +-whatever Longsword, I decided, no, this Fighter is devoted to the tree chopper.
But by the time I was playing Eye Of The Beholder 3, I was full-on min/maxing in computer games, while still being fine with less-than-stellar stats in pen-and-paper sessions. Weapon of choice would be whatever gave the best THAC0 and/or damage. I rarely used two-handed weapons on fighters because the AC from a shield was more valuable.
The point I was making is that in pen-and-paper, it's common to have male fighters well below 18 strength. So it didn't matter that females couldn't obtain the highest strength, because very few males did, too. In the video games, however, where the focus is much more on the mechanics, the limitations are... well, limiting.
For the case of a character who prefers a specific type of weapon, in a tabletop RPG the GM (or DM in D&D's case) can simply choose to give the player suitable weapons, alleviating many of the issues with the weapon proficiency mechanic.
In a CRPG, however, the weapons found do not generally cater to the player. (Well, Dungeon Hack at least only gives you weapons your character can equip, but that game has random procedurally generated dungeons, which is not the case with most D&D games.) Therefore, the choice of which weapon to focus on is rather blind. For example, the game designers could have included an enemy that can only be harmed by certain magical weapons, and none of those weapons are axes.
Also, one issue with D&D, particularly in the CRPG setting, is that stats are more or less fixed at character creation. This means that, if the player makes a mistake there, it will affect the player for the entire game. This is in contrast to many other CRPGs where such a mistake may be fixable. (One of the reasons I like the way SaGa games handle character growth is that it's generally possible to fix mistakes later. For example, if your agility is too low to hit an enemy, just give the character an agility-based weapon and fight for a while, and the stat will increase quickly.)
To put it another way, having below max strength in a CRPG wouldn't be so much of a problem if the stat could increase over the course of the game, as it can in the majority of non-D&D CRPGs.