Having now played a lot of 4E with the Living Guild crowd on discord/roll20, I have come to better understand the different assumptions of 4E.
Because 4E assumes a certain amount of treasure per level and ye olde magic shoppe (and provides easy rules for the dungeon master for that), players can buy a wide variety of cheap wondrous items and consumables such as magical ammunition and elixirs to create little magical effects.
Living Guild isn't a very good example of treasure under 4e rules for the following reasons:
Has approximately double the expected magic items found, possibly even quadruple if you use inherent bonuses.
It is possible to find items of your level+7 which can also potentially be choice of any
Doesn't use rarity, which shuts down ye old magic shoppes
Doesn't use daily magic item uses. Which is gone yes, but rarity is the reason it is harder to abuse. Instead, there are limits on Wondrous items and items which can be golfbagged into hand for a total of 10-12 normally including hands.
These things can really add up — I have a level 12 PC with a total of 15 found items over 8 levels as an example.
There's nothing inherently wrong with this, but a Pouch of Frozen Passage might be a hard thing to use or find in a more typical game.