IMC, items 10kgp and under are sometimes available at a magic shop. If they are not, they usually can be ordered and delivered in 0 to 6 months, depending on the item. There is an international chain, "Graee's Magics", which goes good business in buying magic items off of adventurers. They can often get an item from one location to another fairly quickly. (No one knows where, if anywhere, they keep their inventory. They have sunk a lot of money into infrastructure costs, however, and their ability to move items around has provided a high barrier to entry for any competing magic shops.)
Items over 10kgp are fairly rare, and usually only traded for other magic items. They can sometimes be ordered, but it may take a long time to get the product (two years wouldn't be that uncommon, which means in this campaign it's never going to happen since the player will have outgrown the item by the time it's available) and the player has to fork over a non-refundable deposit.
I've altered the DMG item creation rules such that items 10kgp and above usually have some sort of uncommon reagent that is also needed, one that a retired crafter wouldn't be able to easily get. In those cases, the player would also have to supply that item. If they do, the time to create the item is usually shortened to a timeframe within which the player finds it worthwhile.
The next campaign that I run will totally revamp the magic system. Instead of having mundane magic items, I'm going to create a way to have items be "soulbound." I am hoping this will solve a lot of problems that often exist in campaigns (ie if magic items are rarely destroyed why isn't the world overrun with them, in a normal campaign you can't give BBEG's neat toys because the players will just take them, as a PC why can I only sell magic items at half price and have to buy items at full price, even when I meet other adventurers, etc).