Actually, if the main concern is the christmas tree approach to higher levels.. you can blame it on a problem that has plaqued DnD in all its incartations since day one.
The fact of the matter is that any game exceeding 14th level gets broken/unbalanced/whatever. The core rules assume a certain $$ = power equivilent and uses that to balance out encounters. At low levels it works just fine.
You want low magic feel where miracles are literally miraculous? stay under 14th level. Its really simple. The hard part is understanding that a good game can be had at these levels and you don't need to be playing a 'save the world each adventure' kind of game.
The next hardest part is crafting challenging and heroic adventures with the lower CR beings. You can't simply pull in a Delkry to beat up on the heroes.. he is left to being a manipulator is the shadows of the plot.
I will also admit, high level play opens the game to numerous unplanned plot changes.. at least unplanned by you. It becomes very simple to suddenly change the entire venue at one players whim. This is the second reason I avoid high level play.
So much easier to predict which way the players will go when the options are limited. This in turn means I can spend my creative energy on a creating better adventures.
A man's gots to know his limitations
Altho I have to agree with Sundragon2012 on two points:
> complaining about the difficulties of balancing a game =/ bad DM
> complaining about a rule set does not deserve a 'so go play something else'
Both those comments are pointless and ignore the fact that if Sundragon2012 did not enjoy this hobby of ours, he would not be bothering to complain about it!
Anywho.. going 10-7, catch y'all on the flip.
{edit.. one slow typing Greybeard chiming in...

It does seem that a great many come forth to defend any imposition on 'Mama DnD' whenever her means of making a living are brought into the conversation... }