Definitely nonissue in my homebrew that is a blend of Symbaroum and Latter Earth from Worlds without Number.
Feels a better fit than 5e2014-24 I had been using. Most of my wants now are really more treasures and monsters. But I have patience!
the rules also work worse and the classes are super duper kludge because SYMBAROUM DIDN'T HAVE CLASSES! it had ARCHETYPES you MAYBE built towards with special abilities that get unlocked for purchase if you do so!
Symbaroum works just fine on its own, has its own unique magic system where spells are bought at the same rate as abilities so if you want to know a lot of spells that's gonna be ALL your character does.
Anyways Symbaroum 5e does none of this while being rules heavier than base Symbaroum