Weapon of warning got cut entirely, as did the helm of comprehend languages (linguistics is a big thing in my campaign, so screw uncommon items that ignore that hurdle); I also made the items that grant flight at low rarity a higher rarity, or removed them entirely.
On the one hand, I like giving out magic items. It's fun, for me. On the other hand, I treat them like precious works of art; selling them is much more difficult then going to NPC A and just dumping it for gold. You could be walking around the city asking for offers for literally weeks before you find a buyer, all according to how lucky the player's are, and how rare the item is.
In addition, I always roll for magic items at all times; I removed the ones that needed to be removed. Beyond that, the dice determine what kind of magic items they get. My players know this, so if they find something, they know its there by fate and luck.
Of course, they're always retardedly lucky when it comes to those treasure rolls. This is how they got a luck blade at level 10.