Ibram said:
I can easily see how a DM could ban the create wonderous items feat. There are alot of items in there, and in the hands of a clever player they can be game breaking (even more so when you start allowing players to create their own items, or start allwoing those from non-core sources)
Sure,
If you just let the player spend X Gold, X Time, & X XP; there can be problems.
However, all the IC feats are really, really, REALLY, more under the direct control of the DM than the player.
The Gold cost is usually in Material Components Required. You as the DM, can simply say "That Component is not available at this time. IF you want the Hind Claw of a Red Dragon, you are going to have to get it yourself."
Really, I see no reason to Ban this Feat, you (The DM) can complelty control how it is used.
Expensive items take forever to create, and not giving your players the 6 months (or 5 years) to create the items, really cuts down on the usefulness of the IC feats at high levels.
I've never had a problem with any player taking an IC Feat.
I just do't let them use the DMG as a Do-It-Yourself Catalog. I control what they make (within reason; if they really, really, want it, I'll let them make it; maybe after a few adventures to get all the materials needed).
On a lot of Items, I'll just say OK, spend Gold, XP & Time.
On some items (esp 3rd party stuff, some sourcebooks), I have no problem with saying "The Secret to it's creation has been lost to time"
As for the Feat being broken. I've been DMing 3rd ed since all we had were quick start rules and Dragon Magazine Peaks. Never felt it was broken.
If anything the IC feats are UNDER-powered due to the Power the DM holds over them. Some DM's I've played under made those feats virtually useless, as they insured you never had the time & components to create anything other than the occasional Scroll/Potion.