There is no such thing as an ordinary +1 sword in my games, and while it's not a hard and fast rule, I am very skimpy on magic weapons.
This was a MAJOR complaint I had with 3rd/PF editions: throw-away magic. Even if I'm handing out a +1 weapon, there's something cool about it, and in D&D thanks to bonded accuracy, any magic weapon should always be relevant. For example, I liked the Moonblade idea so much that I told a player his +1 weapon would imbue a new property upon his death, passed down to his progeny if he had any, and become more powerful over time. Sure, mechanically, this did nothing for him during the current game, but do you think he ever planned on tossing that sword? It became his legacy!
With legacy in mind, in my Curse of Strahd campaign, I've converted the major plot items into legacy-style items (3rd edition inspiration), including the Sun Blade. The items start out fairly ordinary, but complete some unique quests, and they add some powers.
There's a certain beauty and excitement in (old school) D&D when one finds their first magic weapon. It might even re-define how a person plays their character. That thrill should never be extinguished, so I'll do what I can to prolong it. And part of that is never ever setting up a situation where the group feels like tossing a magical weapon.