My game is "low magic" meaning that high level magics are rarer than that implied by the DMG. That is changing as the players are having an effect on the game world.
It is "normal magic" in that there are crafters at the levels recommended by the DMG to make those items that still fit within the setting. (Which handles all the +x items and most of the minor wondrous.) It is also "normal" magic as I follow the DMG's guidelines for gear. By the same token, I equip NPCs with rational magical gear.
The net result is that there are plenty of clerics for CLW potions and basic enchanted gear is readily available. The "urban renovation" level of magic is missing so armies are primarily grunts with pikes and/or bows supported by CLW-tossing medics and tactical mages (shatter is impressive at higher levels, flaming spheres can break formations, summons/illusions are distractions, etc).
The players have more but so do unique NPCs so things have a nice balance.