Consistency Issues:
Weapon enhancement costs: 20K x spell level. Magic weapons cost one of the following (barring house rules, including the TS spell changes that you mention but provide no guidance on finding): 20K gold. 60K gold. 80K gold. 20K is for a Magic Weapon, 60K is for a Greater Magic Weapon cast by a Paladin or Sorcerer/Wizard, and 80K is for a Greater Magic Weapon cast by a Cleric. So a single shop could legitimately sell +1, +2, +3, +4, and +5 weapons for 80,000 gold each.
It would be an understatement to say those prices are silly. Why should the price change depending on the class of the person making the item? The spell/effect is the same regardless of what class wiggles their fingers. And a "shop" that relies on those prices will be quickly out of business.
How exactly is a 1st level spell costing 20,000gp? If an economy could support that, EVERYONE would take a level of wizard and everyone would be fantastically rich from the surplus of magic items floating around. That, and there'd be absolutely no reason for anyone anywhere to go adventuring. Monsters wouldn't be so monstrous, they'd be at home making items to sell to the humans and elves stupid enough to pay those prices.
Conceptual Issues:
"- No item can have both temporary & permanent powers. An item is either entirely temporary or entirely permanent." -> So no Luck Blades, no Rings of Djinni Calling, and none of the other interesting and balanced "part charged, part permanent" items, including those the DM needs that aren't supposed to be artifacts.
Why not? Why can't an item have temporary and permanent effects? "These are my rules and I say so" isn't a good enough reason and its a limitation that will not make sense to many people. Why again? Just because your rules don't allow for it? Then your rules aren't any better than the ones you're trying to replace.
Let’s see what the core rules look like:
- The DMG rules are 7 pages long.
Yes, they took the time to explain them and provide examples of how they work.
- They contain 11 tables.
How is this bad, especially when the information is not contradictory or confusing?
- There’s something like bazillion cases.
Less than a thousand actually.
- Different feats for different items, when items are nothing more than containers to magical powers (I’ll be soon adding my view of how item creation feats should’ve been distributed – by functionality, not the container type).
Presumably, this was done to prevent characters from being able to make every item. Making a magical potion IS different from making a flaming sword or a flying carpet.
- Some of the info’s still missing.
What info? If this is going to be a complaint, then explain what is missing.
- They still need an “if this doesn’t cover it – compare to existing” clause.
Because they can't cover all eventualities that others may come up with. These rules are designed to give ideas and baseline information, not cover every and all possibilities.
- And what’s that BS about “bonus squared”?
What is BS about it? Are you not understanding it? If a bonus is 2, then square it (4) and then factor into cost. That's easy and understandable.
- And what’s that BS about a container’s price having anything to do with the cost of the effects it carries?
What exactly do you mean by this? You really should clarify your complaints before calling them BS.
Whereas my rules:
- Are totally formulated and totally consistent.
And ridiculously overpriced. And allowing for no differences inherent to creation, purpose, economics, etc.
- Are contained within a single document page.
This isn't a positive thing. You are not providing any examples, clarifying any points, explaining why, why not, etc. You need to provide information, explanations and examples. One page doesn't cut it.
- Rely exclusively on spell effects to define ALL magical items.
Um...DMG does this too. It lists all spells involved in the magic items made.
- Specify charges, operatus modes, categorized exceptions and practically any item trait I can think of.
What exactly does this mean and how is this different that the DMG specifying charges, modes, exceptions, etc.?