Same for you not looking at my DPR calculations which have much more built into themI feel like you aren't .. looking at the numbers I'm posting.
I tested this by giving +2 item at 11 and +3 at 20 and it would indeed balance Fighter TWF vs GWM. Not sure about the other classes.This goes a looong way to mitigate the edge given by the feats, all without changing a single rule.
The "beauty" of this solution is that you can adapt to the specific characters in your particular group, in the way any given rule cannot.I tested this by giving +2 item at 11 and +3 at 20 and it would indeed balance Fighter TWF vs GWM. Not sure about the other classes.
I would not find that solution beautiful. Magic Items shouldn't be a fix to the system - they create a lot of issues. You're giving some players magic items and others not to balance the system. That can create a lot of issues amongst players. You're also assuming that you'll give the TWF the necessary items at the breakpoints required and that someone else won't want the item.The "beauty" of this solution is that you can adapt to the specific characters in your particular group, in the way any given rule cannot.
A GM selectively giving certain magic items only to certain classes at certain breakpoints is significantly worse than a houserule due to the reasons mentioned above.it involves no houserules!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.