My take, at this point, is that certain items are part of character creation. So, IF players know what they are doing, magic items should be left in good part to player discretion. Not wholly, but in good part. To that end, Enchant Magic Item and Transfer Enchantment are essential rituals to hand out to players, in my opinion. But to answer your question more directly:
Acrobat Boots
Diamond Cincture
Lantern of Insight
Boots of the Fencing Master
Salve of Power
Horreb Ritual Cube
Strikeback Tattoo
Eager Hero's Tattoo
Bracers of Mighty Striking for MBA-focused characters.
Siberys Shard of the Mage for arcane weapon attacks.
Couters of Second Chances
Bag of Holding
Iron Armbands of Power for melee attacks.
Badge of the Berserker and Horned Helm for charging characters.
Staff of Ruin for damage-focused staff users.
Frost Weapon or Gauntlets for frostcheese builds.
Corrosive Oil for light-armored melee characters.
Healing and Regeneration Potions, obviously.
Rhythm Blade Wrist Razors if character is proficient.
Warning Weapon Spiked Gauntlets as an extra weapon-slot item (I could be wrong about how this works).
Fire Beetle Potion (front-loads healing at the beginning of an encounter, and resist fire to boot).
P.S. Can you list their source too!!
Sorry: I'm feeling lazy. However, even without a subscription, you can look up the source (and level, price, slot and rarity) at
Dungeons & Dragons Compendium