On the magic item economy, Xanatars GtE offers some rules on what to expect over the course of campaign. However, it supposes that magic items are randomly rolled, as there are a lot of reference to the use of the hoard tables. Hence, most of the 100ish magic items a party is expected to get over the course of a 1-20 campaign is bound not to be optimized, and there is a big loss of time/money expected when selling magic item for another one. The requisition system allows players to get the tool of the job, so it's infinitely more powerful. I am not sure I will find the perfect system, but if the campaign goes to its intended conclusion I'd like the PC in the 4th tier to be able to pack some punch (to lessen the "grittier" feel of 5e, magic items can take them to the upper hand of the bounded accuracy...)
XGtE estimates that a group (of typical size...) will get 75 "minor items" and 25 "major" items over the course of the play, with minor items being mostly scrolls, potions and limited charges items, or utility/flavor items. I am considering allowing the requisition rules to acquire only minor items, as it makes sense for an established law enforcement office to have alchimists on its payroll. But major items, I'd be tempted to complicate things, at least to have the players work for it a little more and not imbalance the game too much (I can always reinforce the opposition but that's more work, and I expect I'll have to do that anyway). Or I could make major items a favour of the Fey (or the Obscurati... Given their goal, which I find fitting for a subgroup of the Aurum, I fully intend to have all the powerful figures of the Ob to be members of this philanthropic club, but not taking it over [and not be the Shadow Cabinet itself, just a splinter group) to increase their appeal and bargaining capacity. At this point, I am not sure what the player will think of the grand design (they could go all-Ob, but I think they will identify them as villain and refrain from that)... but right now, most of the group is loyal, with one player openly rooting for the old ways and another who finds himself duchess-compatible. This is definitely something I want to use, at least in a side adventure. Having the fey tempting characters with magic items would help their cause.
XGtE estimates that a group (of typical size...) will get 75 "minor items" and 25 "major" items over the course of the play, with minor items being mostly scrolls, potions and limited charges items, or utility/flavor items. I am considering allowing the requisition rules to acquire only minor items, as it makes sense for an established law enforcement office to have alchimists on its payroll. But major items, I'd be tempted to complicate things, at least to have the players work for it a little more and not imbalance the game too much (I can always reinforce the opposition but that's more work, and I expect I'll have to do that anyway). Or I could make major items a favour of the Fey (or the Obscurati... Given their goal, which I find fitting for a subgroup of the Aurum, I fully intend to have all the powerful figures of the Ob to be members of this philanthropic club, but not taking it over [and not be the Shadow Cabinet itself, just a splinter group) to increase their appeal and bargaining capacity. At this point, I am not sure what the player will think of the grand design (they could go all-Ob, but I think they will identify them as villain and refrain from that)... but right now, most of the group is loyal, with one player openly rooting for the old ways and another who finds himself duchess-compatible. This is definitely something I want to use, at least in a side adventure. Having the fey tempting characters with magic items would help their cause.