With respect to the recharging rules, perhaps the following change would put people's fears to rest?
Modification to the recharge rules:
Recharging charged items is not very exact, nor very safe. The magical energies required to recharge an item are dangerous, and potent. A slight miscalculation, and the recharging energies could overload the metaphysical dimensions of the item and cause it to explode.
1. When choosing to recharge an item, you must always recharge it to its full number of charges.
2. An item must have at least 1 charge left in order for it to be recharged. A charged item that has been reduced to 0 charges has lost its magical ability to store charges and must be re-enchanted.
3. An item must have no more than 1/5 the number of charges it had when fully charged (round up to the nearest whole number). If the item has more than 1/5 its fully charged number, then recharging the item will overload its capability and cause the item to detonate in an explosion of magical energy. This explosion deals 10d6 points of magical damage. An item that detonates is rendered useless.
For example, Tim the Wizard wants to recharge his wand of magic missile. His wand has 6 charges remaining, out of a fully charged 50. Since 6 is greater than or equal to 1, and it is less than one fifth of 50, he can recharge his wand to full without danger of it exploding. If his wand contained 11 charges, this would be more than one fifth of 50, and so the wand would detonate if he tried to recharge it.
Another example, Tim the Wizard has gotten ahold of a Ring of Wishes with one charge remaining, and wants to recharge it. A ring of wishes normally has three charges. One fifth of 3 (0.6), rounded up to the nearest whole number is 1. As long as the Ring has at least 1 charge and no more than 1 charge, Tim can recharge it without risking an explosion.