Just wanted to add my 10 cents worth-
I too have fallen in and out of love (or whatever the emotion is with 4e)except I went the other way, hated it for a good long while- then, slowly at first, learned to love it. Oh, I'm a DM- and haven't played D&D (as a player) since 1985- see below for reasons.
Your points
Treasure- yep, so I chenged it, or rather when I needed to change things I did- port over whatever it is thats needed form any other edition, or game, re-write powers, add a bit of flavour. So Farkill is wielding his +2 Chainsaw of Moradin, he's actually not in Moradin's goodbooks at the moment, so part of his character arc is to worm his way back in- which will, he thinks, get his chainsaw a few extra powers and the Dwarven Lords blessing. The chainsaw has freakishly good powers, and some not so good powers that are triggered on critical failures- why because I felt like it. The chainsaw will probably be Farkills holy weapon from when he found it (level 6-ish) to... the end- he's fast approaching level 11 now and he's still in love with the weapon, even after it slipped from his arms in the midst of a battle with a giant undead centipede and almost severed his own arm- crit on self. The rule is- and my players know this, send hints as to what you want, the kind of thing, and together we'll sort something out- I tend to only use the D&D companion as a guide these days, change the name of the thing, the powers, the flavour- or else just make things up. I know it make my stuff less portable (to other games) but... I'm the DM- I rule. Oh and on a crit, for certain of the chainsaw's powers- it removes a random limb- and has done so twice in game so far.
In a few sessions, actually probably next session, one of the characters is going to discover his mother's head in a sort of snow globe- which is going to turn out to a mad artefact of sorts, with all manner of strange powers, and of course quirks, including berating said player for his tardiness, failure to enquire as to her well-being every five minutes or so, and will generally become the bane of his life.
Rock, our Dwarven Fighter has had his Everful Boot of Stout since, well first level- as soon as the Diplomacy and Bluff checks are needed, he's got his arm around the guards shoulder, easing off the boot, and then offering it up to said guard with a wink and a mumbled- 'get a taste of this!'
How about this for magic items- Rock above, has now found out that he is not flesh and blood (probably) and is in fact a Dwarforged- I kind of android/replicant style 7 of 9 thing- he discovered a place called the Creation Forge and details of Project R0, initiated by Creator Klum- or R0CK for short. He then discovered project R1CK- the player didn't know I was going to do this, I just thought- well it doesn't have to be true... let's run with it a while.
Actually I could go on for an age about the Magic Items the players have found- from the toasted sandwhich maker- which was initially thought to be some sort of fiery shield, to the inflatable rubber ring with ducks head that caused Farkill to float off into the air.
Once you let go of the rules, or else the stuff that's written in the book, then the world's your bivalve mollusc (oyster).
My point Magic Items- make them anyway you want.
Miniatures- if it wasn't for Maptool then I'd not have a game. The gaming group here in Grimsby (there's only one) don't play 4e- they just don't, it's dirty. Therefore maptools it is- which is ace, and that's that.
Although I've played 4e without maptools- using paper, and a pen. Or a whiteboard and magic markers, or with cans of sprite in place of the Water Elemental. At one point I would give my Mrs. a list of all the monsters I thought would be in the next session and she'd go out and buy sweets that some how fit the bill- huge jelly snakes, chocolate mice, ferrero roche flameskulls etc. Yeah the paper thing is a bind but- meh. Pen, squared paper and a rubber- that's all you need really. Oh and with the sweet enemies to the victor the spoils.
Character Builder- to be honest I haven't used it in over a year. My players still use it all the time, and have no problem making changes, mainly due to the fact that we play in maptools and all the tokens have macros which do everything for us- include alter all the PCs stats as and when effects take place- that mark enemies automatically etc. I am still peeved that Wizards have dropped the Gaming Table but maptools is ace- see my thread below for the tails of our group- later on with groovy pictures.
Powers- use them and abuse them, as long as I think it's going to work, every action gets a ruling from me, the limit is the limit of your imagination. Sure I balance things, that's obvious. But Rock wants a power that does X then he'd better send me some suggestions, we tinker with it a while and hey presto. It sounds like your stuck in the Power box still- reading the text and doing that everytime. If there's something missing then either make it up, or else bend an existing power to meet your need- a couple of sessions ago Farkill was ridding a Visejaw Crocodile through the sewer, with his chainsaw buried in the creatures brain- steering it via the chainsaw and using it as a sort of battering ram. Rock regularly drops his weapon and takes to doing non-power stuff- the other week he leapt over a water filled chasm, grabbed a Firebat from the air- mid descent, and then held the thing down- underwater now, until its flames went out (for good), he also invented the jaccuzi. Cathal, another Fighter, has in the past picked enemies up and used them as weapons. Rock once grabbed a Feygrove Choker and spun it about his head- like stretch armstrong the creatures limb getting longer and longer until... boing- and off it went, landing some forty feet away. Eruan, our Wizard, regularly dances into combat with the bad guys and then steps straight back out again- provoking AoO, and giving the Rock or Cathal, who have marked the creature the opportunity to AoO first- it's a patented move now.
Maybe we haven't been playing the game long enough- 1 game/week (usually), 54 sessions in with my latest campaign, but my players don't go encounter- see if it needs a daily- then at-will. They tend to look at the situation in hand, and say- 'I'd like to run, leap on the cart, leap from the cart onto the roof of the building and then grab the rooftop archer, hopefull tripping him and using him as a sled to slide back down the roof and over the edge- landing on the cobbles below using said rooftop archer as a cushion. What do I roll?'
Which makes some people giggle, it takes a minute or two more, but if it works- then everybody's trying it, or something like it some time soon after. And when it doesn't work, when the character ends up instead tripping over and going face first into the building having misjudged his leap, then the damage isn't too bad- not enough to discourage him from trying something similar again. And it still gets a laugh.
Last session my players fought their way through the tainted town of Fallcrest- the entire city balnketed in a black cloak, full of bloodmist, and strange veins that were insubstantial in places, fungi that were dissolving the unconscious bodies of the citizens of the city- all trapped in some sort of coma-like trance, oh we do the high spec9ish) fantasy elements, it's just that we also mix it up a little.
The final encounter the PCs were surprised, and then charged, by a gang of necrotic Slugs- none of the Slugs got anywhere near to the PCs in the charge round- double move 4 squares. The players were in stitches- it was an end of the night thing I'd set up- 4e is good like that, you can swap encounters in (same for all variations of D&D actually). The slugs have some very odd powers, which I've invented of course.
My point is- what do you want from the game, the powers, the magic items?
Find someone that shares your dream/ideas, or rather some people- then do that.
I found my players either here on ENworld, by advertising, or on other similar websites- I didn't particularly ask them what they wanted from the game- I just said anything goes, and send me any ideas you have. Someone bent the rules a little, someone else invented a ritual that was very similar to a spell from 3e, and then it snowballed.
I hope you get what you want/need from the game- everything in maptools takes time to do- whether it's inputting the powers as they stand in the book, or else making up brand new stuff- I can live with that if it gets me the game I want to play, and my players don't seem to mind either.
Cheers Paul