I just don't get it.
I've read a bunch of this stuff about not letting players buy/sell magic items, or restricting it, placing limits, nerfing the whole idea.
Why?
In our world, you can buy a car. Drive it for a while. Then sell it to someone else. No restrictions, no limits, no nerfs.
Or buy a home. Or buy a computer. Or buy a pair of socks. And you can sell those things too. Or even give them away.
And, truth be told, in our world we have to worry about wear and tear. A 10 year old car won't be worth what it was worth brand new because it's old, worn out, breaking down.
But not so for magic items. Most of these little wonders are nearly indestructible. Sure, some have charges, and a depleted wand is not worth what a fully charged wand is worth. But for most of it, wear and tear is not a factor. No reason at all why a Ring of Regeneration won't sell today for the same amount it sold for a hundred years ago.
So, why should players face arbitrary restrictions on selling their items?
Sure, when they are in a backwater village, there isn't likely to be a buyer in the area with the kind of cash the players want. But later, when they visit the capitol city, there could be hundreds of buyers.
So where do the arbitrary limits come from?
And taking it a step farther, assuming we actually allow our players to sell their unwanted magic items, we must realize that other people are doing the same thing, too. Which creates a market. Which means when players want to buy magic items, there is a market. Which means restricting buying of items begins to seem arbitrary too.
So why all the uproar about buying and selling magic items, anyway?
Situationally, sure, some areas with small populations and little cash flow are definitely not good markets to buy and sell valuable items, whether it be gems, paintings, tapestries, or magic items. But in larger, more lucrative economies, there will definitely be markets for all of these things, including magic items.
Anything else doesn't make sense.