You said that about half of items are attunement items. I'm presuming that that holds true in your game. Which should mean that you've given out about 22-24 items in 6 levels, not counting consumables.
Not exceedingly high. It's about what Phandelver would give if it was designed for 6 or 7 PC's. But then you said that LMoP is already on the high side.
I wonder about the adventure paths. Are people seeing large numbers of magic items and having this problem?
You got me curious, so I went to the character sheets (as the instigator of 5E in our gaming group, I got the dubious task of keeping the character sheets up to date):
Bard: Ring of Frozen Moonflame (previous DM pre-DMG item), Wand of Magic Missiles, +1 studded leather
Cleric: Silver Gauntlets (previous DM pre-DMG item, adds to weapon damage), Flame of the North (Greatsword of Lifestealing from Undermountain), Broach of Shielding
Cleric/Wizard: My PC. Just brought in at the end of level 6, the new DM gave him one magic item. Ring of Mind Shielding
Druid: Red Dragonscale armor, Cloak of Protection (as DM, I allowed a new player to come in at level 5 with one item, the cloak, later on, the group gave him the armor that a different PC had been using, but attunement forced him to give it up)
Paladin: Boots of Elvenkind, +1 Platemail (note: previous DM allowed me to select a common and uncommon item for my Paladin when I started at level 5, but then she had conflicts and could no longer DM, so she took over my Paladin when I took over as DM), Rapier of Vengence (cursed item)
Ranger/Wizard: Wind Strider Boots (previous DM item pre-DMG, give minor falling and jumping ability), Orb of Levitation (3 per day), Sending Stone (previous DM item pre-DMG designed to allow PC to communicate with a specific silver dragon), Dragonguard (+1 breastplate plus a dragon breath weapon save advantage from LMoP), Orb of Dragonkind (attunement, artifact from DMG handed out by me as part of the storyline)
Rogue: Headband of Intellect (attunement forced another player to give this up), Avarnist (previous DM pre-DMG item, magic silver dagger with two spells), Bracers of Defense, Wand of Winter (from HotDQ)
Edit: Forgot cursed rapier.
Attunement items are bolded.
So our group (just made level 7) has 21 magic items for 7 PCs, 14 of which require attunement (67% which is close to the 56% of the DMG). We actually had 22 magic items, but the Fighter PC (new DM's previous PC) left the group with 2 magic weapons and my PC came in with a semi-worthless magic ring.
As a special note, most of these items hardly affect the game at all.
The items that have actually made any real difference are: Silver Gauntlets, Avarnist, Wand of Magic Missiles. Sure, the armor items added in +1 to AC and that helps a little and the Paladin can stealth in plate, but we have two magic weapons that gives +1 to hit and +1 damage (Avarnist and Rapier). Most of the other items have rarely come into play, even the Artifact (solid heal once per day plus Detect Magic, the scrying has come in handy once, but the Call Evil Dragons power is never going to be used until real high level). And the Wand of Winter has only cast one spell (mostly because that player has to work, so he gets to sessions 2/3rds of the way in each time).
And, that's the problem with the attunement rules. We could strip our PCs of all of these items and it would only lower their overall effectiveness a little bit. Many 5E DMs might look at the numerical list above and say "Wow, your group has a lot of magic stuff.". Meh. They are there for fun. They do not break the game. But, the attunement rules are getting in the way of our fun. We already house ruled them once. The new DM might just get rid of the attunement rules completely.
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