To me, the pseudo-technology is one of the best parts of Eberron. In traditional D&D, you have a tech level that's entirely medieval, except for the technology of war, which is at roughly WWI levels. OK, not the literal technology. You don't have artillery (but you do have fireballs), or tanks (but you do have bulettes), or poison gas (but there's cloudkill), or limited air support (but ... well, do I have to go on?) ... The 'magic tech' added to the regular tech gives an early 20th century 'feel' to the strategy of war and combat--which is then out of place with the tech in the rest of the areas of the campaign. (Fortresses were not of nearly the same strategic value in 1915 that they were five hundred years earlier.)
Eberron takes this 'magic tech' effect and spreads it through the rest of the setting. There aren't railroads (but there's the lightning rail), or telegraphs (but there's the House Sivis speaking stones), etc. The end result is that the effective technology level is consistently in a narrow range, roughly somewhere from the late 19th to early 20th century. This makes it relatively easy to maintain a coherent setting, not only because the different parts of the economy and culture fit together, but because they're closer to our real life. Early 21st century life is quite a bit different from early 20th century life, but not nearly as different as it is from early 15th century life. And information about the culture of one hundred years ago is much more accessible to us than information about medieval Europe, which is naturally much less complete.