I run a low magic game where I disallowed all primary casters at first. Healing potions were at listed price, but scrolls/wands/ect were double. I also introduced a number of alchemical healing items with backlash. A few observations:
At lowest levels, the healing salve from T&B was popular. After that, the alchemst PC started complaining about spending all of his time and money on making healing salve, and that is after I sped up crafting times by 7.
By level 7, one PC took a level in paladin but was not much help. By level 9, a new player came in with several levels of paladin and was much appreciated. There is now a 5th level cleric in the PC's town that will heal, but not travel with them.
My suggestions: decide what feel you want for your game. If you really want grim and gritty, don't add new items and perhaps even limit the current items like the healing salve. If you want heroic with less magic, let them go nuts on potions or alchemical items you invent. If you want the normal feel of D&D without clerics, I suggest giving wands out like candy. Pick your style first, then fit the rules to it.
At lowest levels, the healing salve from T&B was popular. After that, the alchemst PC started complaining about spending all of his time and money on making healing salve, and that is after I sped up crafting times by 7.
By level 7, one PC took a level in paladin but was not much help. By level 9, a new player came in with several levels of paladin and was much appreciated. There is now a 5th level cleric in the PC's town that will heal, but not travel with them.
My suggestions: decide what feel you want for your game. If you really want grim and gritty, don't add new items and perhaps even limit the current items like the healing salve. If you want heroic with less magic, let them go nuts on potions or alchemical items you invent. If you want the normal feel of D&D without clerics, I suggest giving wands out like candy. Pick your style first, then fit the rules to it.