My guess would be that this is one of the benefits of adding at-will and per-encounter powers. For instance, if your gloves give you some new attack ability, you aren't comparing it to a vanilla attack - you're comparing it to Careful Strike (an at-will Ranger ability, granting an attack at +4 to hit) or whatever other powers your character has.Voss said:Since you stopped by... thats all well and good for the primary items.
But what about the secondary items? The article mentions that bracers give offensive 'abilities', but not direct bonuses, gloves have attack properties, belts have things like strength boosting, and various 'other' items like potions and items will have a few, but not many combat functions.
If you take all those separate items together, in all their different slots where they don't overlap, how does that not accumulate into a giant pile of combat-related awesome, even if it doesn't give a single enhancement bonus?
It won't be on a mathematical curve, but it seems like these things still affect the game...significantly. In the sense that a 10th level fighter who has them will always be significantly, mechanically better than a 10th level fighter that doesn't.
I would assume that secondary items are a net benefit - sometimes those extra options will fit the circumstances better than the ones they have built-in, and if they don't, you can just stick to your defaults. However, it seems to me that those benefits will accumulate in the way of 'covering more scenarios', not 'make you better at covering all scenarios'. Personally, that sounds fine to me. If magical items DON'T make a character who uses them 'significantly, mechanically better', why would anyone bother?