Ideas for characters at level 1-3:
There's a table on DMG pg 143 of minor quirks. Pick one of those. An earring with the guardian property, adding +2 to initiative, is both worth it and an opportunity for cool RP with the players (The earring can whisper little warnings like "Duck now" or "They've arrived").
If your item is a weapon, add the quality "counts as a magical weapon for the purpose of overcoming resistance and immunity to nonmagical attacks and damage" but make it a +0 to hit or to damage. Maybe also give a weapon one of the quirks from pg 143, or maybe not. Maybe using it gives a player one of the 3-4 bullet points for a feat, but certainly not the whole feat.
pre-Silvered weapons. They overcome resistance for a significant list of creatures, worth it for many campaigns.
Items that allow the owner to cast one of the following cantrips of your choosing: Light, prestidigitation, druidcraft, thaumaturgy, spare the dying, mage hand, minor illusion, mending. Several races get a cantrip right out of the box, and those are all way more utility than combat affecting.
Items that give a single racial ability from a race other than the character using it. Examples: give a stout halfling rogue a cloak that gives the Mask of the Wild wood elf racial feature. Or give a human a wooly hat that gives them the equivalent of the Mountain Born racial trait for Goliaths.
Unusual materials. Like a shield made from bulette carapace and hickory, or a golden dragon scale. It's still the same +2 to AC as a simple wooden shield, but maybe the druid likes it better. Maybe you have a breastplate made from hook horror carapace, thus becoming usable for a druid (and your druid may be glad to keep that one well past 5th level).