Nail
First Post
By making all of the "core" magic items provide a flat bonus on top of special abilities, you can see how WotC have tried to avoid the "must have" boring mechanical-only boost magic items of 3e. Unfortunately, the math makes it even more essential in 4e that you have one suit of armor, one neck slot item and one weapon/implement and that all are of the level-appropriate bonus. I don't see why they didn't just include the flat bonuses in the standard level advancement mechanics and make the magic items just the interesting bits...
It's clear that the "+1 sword" is a sacred cow....but they've successfully killed sacred cows before.
For me, the thing that +X magic items do is "expose the underlieing machinery" of the game mechanics, and remove the suspension of disbelief. We all know a PC needs a certain "+" by a certain level, or the balance is off. ....and I don't want to be thinking that while my PC is deciding which goody to pick out of the loot pile. It kinda takes the joy away.
If there are two different items, and the items are only different in what neato-powers they have, then I can think about what best fits my role and my style. But if the central difference is what "plus" they have, and what numerical stat they add to...then much of the freedom to chose is removed.
That's one of the central mistakes that carries through 1e, 2e, 3e, and 4e.