Magic Items are a character build resource
For the reference, in Zeitgeist PCs are provided with government-funded "stipend", which they can use to requisition magic items (they're supposed to hand in all the loot they obtain during the adventure as soon as it's not immediately needed, i.e. between adventures). There's a loose system to prevent frequent requisitions of rare items, but it's another topic to discuss.
In all versions of D&D magic items have been a given default, and the default world is always high magic. The Christmas Tree Effect has been in place from the beginning, and I first encountered it in a home game circa 1983. As the editions moved forward there was no stopping this effect because the same paradigm was being applied in every edition. Magic Items were necessary to combat certain monsters, and more powerful magic items were needed as you leveled. And Magic Items are cool, so everyone wants to have more of them.
In 3.x magic items became an absolute necessity with advancement because without them the characters would soon lag way behind their monster counterparts (mathematically speaking). That was the reason for the wealth by level advancement charts. If you started the game at X level you were expected to have X level of wealth so you would be at even odds against the challenges you were expected to encounter. You were expected to be able to buy magic items almost freely, and/or even craft them from scratch, for a discounted price. Wrecking the economy along the way as magic items are now available to sell that the characters can create with moderate effort.
What 4e did was take all those existing assumptions into account from the beginning and shift the paradigm for magic items from a DM resource to a player character build resource. In 4e, if the characters don't have the base number of magic items they will also start to lag way behind their opposition (mathematically speaking). Each magic item has a level so it can be arranged in the "proper" category of "when should I be getting this magic item?" The magic items wish lists are there so that the DM can provide magic items that the players are interested in, and still maintain the illusion of a DM resource - no use giving the wizard a craghammer when what he is really interested in is a Tome. But the items are very clearly still intended as a character build resource. Selling the items is assumed to be at 20% of list price so that magic item selling is not an attractive proposition. Creating magic items is also gone from base rules since characters are expected to be out adventuring, not becoming TomesRUs distributors.
Then Dark Sun came along and it is supposed to be a low magic campaign setting. So the 4e designers gave the inherent bonus. Now the characters will still stay on par with the opposition (mathematically speaking), but magic items are no longer necessary.
Then Essentials came along and introduced item rarity. Instead of clearly explaining to DMs what they should understand mechanically about magic items, they tried to introduce magic items again as a DM resource. Don't get me wrong a DM that knows what the purpose of magic items is, can adjust his game to be magic item agnostic. But even the designers seem to have had some issue understanding their own baselines.
What Zeitgeist seems to do is take the 4e base assumptions and provide a simple way of dealing with them for the Zeitgeist campaign. Your "stipend" gives you access to Q's Workshop where you can buy the item you really want, and treasure is capped. I haven't looked at the numbers but I'm pretty sure the stipend closely resembles the 4e magic item distribution guidelines of one item at Level+X, one item at Level, one item at Level-X and gold equivalent to Level-X. If I recall those guidelines correctly.
So if you plan on using inherent bonus exclusively the characters will remain mathematically even with the opposition. So maybe you want to find a number that is appropriate for the stipend (maybe 20% to match what you would get for selling the items in the first place). Be warned, magic items are cool. You might want to carefully consider what the players really want out of the game if you plan to significantly change the magic item paradigm. In other words, understand clearly the base assumptions the rules are trying to cover so you can adjust them to what you really want to accomplish without introducing harmful or incongruous knock on effects.