Magic for inherence
So, as always, I've been tinkering with stuff and my latest craze has become magic items, residuum and the in-game economy. (You know, the easy stuff.

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So a few points for context :
- I liked the 3.x thing of enemies having PC-equivalent levels of magic available to them when appropriate
- I feel 4e has many items that feel bland
- the goal of "Character over items" was important
- the above point wasn't actually achieved
- when using inherent bonuses (which should really be the default IMO), many (if not most) items, especially weapons and implements, become very dull
- I want pretty much all enemy casters to have magical implements
- I want many enemy weapon users to have magical weapons (when they have plausible sources for them)
- I want all these considerations to not break the game into a thousand pieces
The problem with 'classic' D&D/3.x and magic items is that the bad guys MUST have them to be a true threat, at which point the PCs WILL have them when they win (which they pretty much must or else you don't have a game). This is the problem that 4e's technique is intended to solve. Monsters 'stand alone', they're fearsome and fully capable of holding their own, with their abilities built-in, so they just don't need items!
IMHO the problem of 'character over items' is a red herring. The problem is when characters are NOTHING BUT items, not when a few items are vital to their success at times (or incrementally useful all the time like magic armor/NAD items). IN TOTAL the goal may not have been completely achieved, but it was CERTAINLY achieved in one respect. Let me give an example:
I have a 14th level Wizard character in 2e (was a 1e character). He has a Staff of The Magi, a Displacer Cloak, and a Robe of Eyes, and Wings of Flying. Everything else about the character, mechanically, is built on this combination of items. His spell selection, contents of spell books, his choices of other minor defensive items, which scrolls and potions he's chosen to create, etc. ALL of it is based on having this specific combination of items and thus the mechanical advantages and limitations which flow specifically from his use of them. Tangling with ultra-powerful beings in 2e is a tricky tricky thing, even for 14th level PCs, and thus when taking on something like Demogorgon, the exact interactions of all these elements has to be perfect! The character is, in effect, mechanically determined by his item selection.
No 4e PC is so completely constrained in this way. I mean, sure, you might need a Frost Brand in order to put the cherry on top of your Frost Cheese combo build, but you could get cold damage another way, or simply use some other tactics. Because everything is measured in terms of damage, and not 'gotcha!' SOD effects, and defenses etc. are all fairly consistent its not such a huge big deal to have one specific 'kit', and you don't need to build your character's 'shtick' around an item (like the Staff of The Magi in my example, this is a crazy 'shtick forming' item).
I certainly cannot say your other 'wants' are wrong, that would be silly, but I wonder why you have some of them? I mean, 6 and 7 particularly, what is the point? I mean, every caster can have an implement, most of those need not be magical, same for weapons. I mean, IF you are wanting to portray a world where every guy has magic items, and they're just commonplace, then OK I get it. If not, and I think the desire to 'make magic special' is likely to be more consistent with this, then why do it? Why have every orc boss swinging +N magic sword? There's only one of 2 possible outcomes here
1. The PCs will soon be flush with these really cool magic swords, at which point they will not be cool anymore.
2. Magic swords will just be humdrum and nobody will care.
You cannot have both 'items are special' and 'monsters constantly use items', the two are not consistent with each other.
As for 8, again, either items aren't that important and are thus fairly humdrum, or else they are and you cannot achieve this while having them be all over the place.
So, here are my random ideas about this :
(A) Most items are now temporary in terms of either duration or usage (or both).
Methods available (i.e. that I like) for this concept:
in-game time duration
I don't especially like this one as I don't like to keep track of time all that rigorously. Plus, for some games, a week can mean the whole damn campaign! While for others, we're not even past 1/2 the first quest-line...
On the flip side, when you time things in terms of weeks, there seems to be an easy consensus that the item is of immediate use and to be considered dead once you exit the round or hour -based time pace. So, that's not so bad.
usage limits (or its usual name: charges)
I don't mind keeping track of charges, when they get used. But I've found charged items (much like single use) tend to have the "last cookie on the plate" effect : everyone was more than willing to take 2 or 3 cookies, but that last cookie... no one seems to be willing to be "the guy that took the last cookie". So that stuff just lingers on... 13 levels later, you've still got that last charge of "spark" that deals 1d6+4 fire damage with a +4 to hit. Why? "Just in case." Argghh. Hate that.
random usage limit
The simplest (and possibly best) of which is : use item, make a save. Failed save = dead item.
Another one is : use item, roll die. If die is less than # of uses, dead item. (All variants of this approach included.)
I love this one most as it really expresses what I want to convey : the goblin hexer's rod does hold power. It just does so very poorly.
(B) Most monster items must be maintained. These rituals are not trivial, and most involve very un-heroic undertakings (though not necessarily evil), significant prep time and resources.
An example of this would be for the same goblin hexer's rod : empowering it for a few days requires a week long "soup" creation composed of disgusting stuff. It's not evil, but your neighbors will not be happy that you have a feces ratatouille bubbling 24/7 in the yard...
So yeah. That's that. Thoughts?
I think most of this is consistent with my experience. I think one way to handle this sort of issue is to have a lot of consumables. 4e was weak in the area of consumables. The game devalues prep and thus took a hard line on the power available in a consumable. The whole budgetary nature of items also work against their use, psychologically. Add to that the ease of actually making them by baseline 4e rules (pre-errata) and you have a problem.
However, making consumables MOST of the focus of the magic item economy, and making a lot of them basically sort of 'bottled rituals' and whatnot could be an answer. Leave the permanent stuff to the inherent bonuses and to more 'artifact like' kinds of things mostly. There COULD be a 'magic sword' that's part of the story, but it should be mostly a story item. Its powers may even be 'one time' kinds of things, perhaps not even under PC control!