The magic item creation rules are much more held in line with what any given spellcaster can cast rather than just being an exp sink. Generally speaking, straightforward, one-purpose items are fairly cheap and easy to create. It is items that have multiple purposes built into them that get complicated.
Creating a +1 sword, or a wand of magic missile is easy. Creating a Staff of Power is most easily accomplished by a cadre of Sorcerors - very high level Sorcerors.
I agree with this underlying philosophy because it makes more sense. A Staff of Power should be relatively rare. Simple items and one-shot items should be much more accessible.
The difference in creation feats do change the game a little bit. Since you have to build up your proficiency to create powerful items, you don't have specialized artificers. Somebody that can imbue a sword with multiple energy affects and a strong enhancement bonus for combat (Like creating a +3 Flaming, Acid-Burst longsword) can also create minor one-use items, or straightforward Gauntlets of Ogre Power. It does mean that if you want to create powerful magic items, you need to plan ahead and work toward that goal. This is something else I like about the system.
Learning the system isn't quite as straightforward as the RAW. But I think it works a little better. Besides, in the end you don't get to decide how an item is priced out. I have to decide that. The RAW are great guidelines but there are many places where they can be broken. It always requires DM adjudication unless you are only using creation feats to emulate book equipment.
If you want to eventually begin building powerful magic items, it should be part of your character concept and you should be working toward it early. That way you can devote your feat slots toward that goal as efficiently as possible. If you just want to eventually dabble in a few scrolls or charms, then take the create one-use item feat when you are ready.