SHARK'S approach is the one I tend to favor in those cases, especially when it comes to obscure but very good splatbook items like the Healing Belt. A character should get level appropriate gear that fits with the character concept and the setting if you're starting them after 1st. But what you've got is a player issue rather than a character issue.
Just remember when it comes to the basic bonus items that a certain amount of bonus from magic items was expected when they built the statistics and if you don't want to allow those items you need to boost the characters directly to make up for it or higher level combat starts getting mechanically unbalanced. I personally just toss those bonuses right onto the characters and get rid of the vanilla +x items.
Greetings!
Cool cool, my friend. I love the name, by the way--Heavenshallburn...awesome sauce!

Reminds me of one of my favourite songs..."Heaven's on Fire"--by KISS.
Anyways, yeah, I admit it. As a DM, I'm an old school controlling bastard. I just don't believe in "magic shops" and I don't like the idea of players flipping through books, and hand waving them going "shopping" and grabbing up whatever the limit of gold pieces is in magic goodies. Back in the day, *all* magic items that came to the players came from the DM. Indeed, I do allow the magic item creation feats, though I carefully supervise what they can make, either through outright access or not of available materials--or through costs. I encourage them to make items, but I'm always in careful control they don't break rules, violate the spirit, or do whatever all in their maniacal quest to be ultimate badasses--and being oblivious all the while to potentially trashing the campaign world, which the milieu has been carefully balanced and has a particular flavour that is maintained at all times.
I'm actually fairly liberal when it comes to providing access to magic items through adventure or rewards from such heroic accomplishments--I'm not a devote' of "low-magic", "low-powered" campaigns, though as I mentioned, I'm ever watchful for spells, magic items, classes, etc, that can really frigg up the campaign milieu.
On a atmosphere note, I also prefer active role playing, research, inquiry, and interacting and so on to re-equip, pick up unusual but desired equipment, and so on--but in no case am I a fan of "Ok, here's the book. Search through and make your list of all the gear you get, and mark it down." I suppose that's certainly efficient, but I do try and maintain a certain atmosphere in the campaign, and an important metagame part of that process is instilling in the players certain expectations. It's all good though.
Semper Fidelis,
SHARK