I liked most of the article, but it appears to me that they are still struggling with the essential nature of magic items. I don't mind the scroll part terribly (not least because it is tangentially similar to something I suggested a few weeks back

), though the idea as it stands thus far is rather clunky. But the repurposing of scrolls as "quasi magic items that augment casting versatility instead of adding raw power" is a way to have the flavor of casters scribing many scrolls without it becoming unbalanced. And there is nothing inherent in the idea that prevents the traditional D&D magic scroll from also appearing in some form, under stricter limits.
The problem with magic items is that they are conceptually optional and additional, and that is very tricky to balance. They keep trying to make compromises to work it out, but I don't think they can--comprehensively. Thus, I suggest again that the way to handle items it recognize that they are optional, additional, and
inherently unbalanced--and then build the wider system around those assumptions.
It might help if the province and systems around mundane equipment was expanded. This gives more room for "equipment" to work, and thus more room for magical equipment to fit into the larger system.
The bit about limiting wands to certain spells I don't like, either. Not because of objections raised thus far, but because that method is "brittle" design. If there are spells that are that much trouble when coming in multiple charges in a wand, then the spell is either too powerful itself, or something is busted in the item/charges arena. Don't squash symptoms of larger problems with band aids, especially not at this stage of the design.