Hey Chzbro...could you elaborate on why this is the case for me?
Mirtek said it well already. The designers wanted to "tone down" the power of magic items, and they succeeded...only they were a little too good at their job.
The flaming weapon (at heroic tier) does an extra 5 damage and ongoing 5 once per day. It's flavorful, but it's not mechanically interesting, nor does that bonus damage much tempt anyone to prefer a flaming weapon to even the most basic upgrade.
If a flaming weapon's ongoing fire damage were an encounter power, for example, that might be a harder choice.
But the point is, most of the magic items out there right now are either specialized or not very special.
Of course, it *has* to be like this if you're going to let new PCs choose 3 magic items at creation. The items need to be fairly white-bread or else the power curve would be ridiculous. The new item rarity changes this though. Common items need to be white-bread, but uncommon ones don't. Unfortunately, they already are.
The result is, if you have an uncommon +1 flaming sword (lv 5) and find a common +2 sword (lv 6), you'll junk the uncommon item without giving it a second thought. I imagine the designers wish this weren't the case. I know I do, but at this point the problem is pretty deeply ingrained in the system.