delericho
Legend
Eberron is very top down in its magic (and more "realistic" if you will). Eberron's timeframe is akin to post WW1 in our world with mage-tech in place of hard-tech. Magic is big and societal - Lightning Rails, Airships, and weapons of war. After WW1, despite all the technological advances, you could not just walk into the average home and see a bunch of technology. You might get on a train for transport, but you probably were still washing your clothes by hand or with simple aids like a ringer of some sort.
I disagree. The 3e Eberron Campaign Setting, as early as the "Ten Things You Need to Know" section that establishes the tone, specifically notes that, "Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed constructs."
Likewise, the magic chapter of that book says "Magic, and reliance on magic, shapes and defines the societies of Eberron. For thousands of years (spellcasters) have brought their magical talents to bear to solve the problems life poses. ... The result is a society suffused with magic." That chapter then talks about many magical services available, and not just to adventurers or the very rich - be it in communications, transport, hospitality, or magecraft items or magebred animals.
The only really thing to work through are the Dragonmarks and the Artificers.
The ECS also introduces the Magewright NPC class, which is to the Artificer as the Adept is to the Cleric - that is, where most village priests in 3e were actually Adepts (not Clerics), so too would many small villages, and certainly small towns and larger settlements, would be home to one or more Magewrights.
5e, of course, doesn't have NPC classes, but it does have NPCs who would be village priests, or experts of various sorts, nobles, warriors, or commoners. They're just part of the background life of the setting. And, in Eberron, that would include the minor artificers that in 3e are represented with the Magewright class.