I personally dislike the fact magic items are so rare in 5E. I feel like the attunement process helps keep magic items in check enough as it is presented in the rulebook. I also have played in a homebrew world where a Mage School controls the magic item creation market and has a shop in all of the major cities.
This means that I hand out treasure much more liberally, plus the fact the party can purchase rare or lower quality items from the Wizard's school shops. My 5 players each have 3 attuned items, plus a smattering of unattuned magic items.
What's more, 2 of the items are vestiges (think weapons of legacy if you don't follow Critical Role), although 1 of the two is going to leave shortly as it was a sentient magic weapon that was slowly corrupting the barbarian in the party.
All in all at 10th level, the fighter has +1 longsword, a +1 set of plate armor than can roar twice a long rest to provide a single +1d4 roll to each ally and disadvantage on 1 roll for the enemies that lasts until the end of his next turn, and a +1 shield that can be thrown ala Avenger's Shield in WoW or Captain America's shield, and a stone of good luck. He also wears goggles of the night.
The bard has a staff of healing, bardic instrument (doss lute), and a pearl of power. She also has a mirror of scrying with 1 charge and a wand of secrets.
The Wizard has Ioun Stones of Intelligence, a robe that functions as the mage armor spell, and a ring of mind shielding (that essentially is a plot item to stop the BBEG from spying on him as they are doing the traditional retrieve 7 power artifacts to stop the BBEG questline). He just gave up a stone of good luck for the Ioun Stone and also has a bag of holding.
The Barbarian has his sentient axe that just prior to the boss battle last session upgraded to a +2 weapon that grants flight once a long rest and haste once a long rest. This weapon will be going away next session as he has finally managed to stop it from subtly controlling his actions during said boss fight, a periapt of wound closure, and a belt of resistance +1. He also has a +1 axe, goggles of the night, and a bag of holding.
The Ranger has a slippers of spider climbing, bracers of archery, and a ring of protection +1. She also has a bowstring that can deal an extra 2d6 force damage and can push a target 10 feet 3x per long rest, a +1 shortbow, winged boots (which she switches out with the slippers depending on the terrain), and goggles of the night.
The party also found another vestige last session that hasn't been claimed yet, but I assume will go the ranger that acts as a stone of good luck, grants +2 to wisdom, allows the user to cast raise dead for free once a week, grants the medicine proficiency and spare the dying cantrip, but it deafens the user if more than 10 feet away from them and you have to deal damage to yourself in order to use the spells. By far, this is the most powerful item the party has access to, but it is literally the blood of the gods and when they show up at a temple of the Goddess who's blood it is, plot complications will occur.
I don't feel like this is outrageous, they've collected this gear over the period of 9 months of real life time. But your mileage may vary and I'm sure some would see this as way to much. Personally, I think feats are more system breaking than the magic items I provided. I just double boss monster health and generally speaking, everything works out fine (and again, the double hit points are more for the sharpshooting ranger and GWM barbarian).