I dunno. Getting a high-bonus Tome or Manual is awefully expensive, so it's not generally the best way to spend your loot when you could be getting useful armor, weapons, ammo, staves, or rods.
My Rhunaria campaign uses fewer magic items (and none of the standard artifacts; instead there are rare and unusual Nari glyph relics, possessing unreliable/infrequent magical benefits), and in compensation I give the characters Gifts of the Warrior's Spirit. Well, the classes with little or no spellcasting anyway; the casters don't really need magic items as badly, and overshadow the warriors and rogues less this way anyhoo.
The Gifts are a custom mechanic; they're on my Rhunaria page, but basically, a character gets 1 Gift per 2 levels total in appropriate classes (barbarian, fighter, monk, paladin, ranger, rogue, samurai, and sohei, since I use 3.0 with Oriental Adventures mixed in), and no Gift may be chosen twice in a row, but they're all selectable more than once; among them are things like Gift of Might (+1 cumulative inherant bonus to Strength, selectable up to 5 times), Gift of Manifest Fury (+1 cumulative enhancement to melee weapons and such, but doesn't treat them as magical normally except for purposes of striking incorporeal creatures or those with Damage Reduction, can be taken up to 5 times, requires at least one Gift of Might), and Gift of Clear Focus (+5 enhancement bonus on checks with one skill, makes it a permanent class skill, must be applied to a different skill each time).
So inherant bonuses to the physical ability scores, and enhancements to important combat stuff, are attainable for nothing more than an opportunity cost (take a Gift of Resilience for +1 inherant Constitution and all you're really paying is the price of not taking, frex, Gift of Predatory Instinct for an enhancement on Initiative and some skills). This reduces magic item dependance and makes warrior-types more in line with casters. By 4th-level a PC (who's not a bard or primary caster) can get a +1 enhancement with all melee weapons and +1 inherant Strength; or +1 enhancement to ranged weapons/ammo and +1 inherant Dexterity; or +1 enhancement to AC from all armors and shields and +1 inherant Constitution; or something else like accelerated natural healing from Gift of Iron Blood along with DR 1/- from Gift of Unyielding Flesh, or extra HP from Gift of Steadfast Effort alongside a +1 enhancement on all saves from Gift of Tenacious Spirit. Or some other combination of two Gifts; then they could take another copy of their first Gift at 6th-level or choose a new one.
.....And I've been meaning to update the Gifts of the Warrior's Spirit page with a boost to Steadfast Effort and Iron Blood.....I had toned them down before putting the into use because I thought they were too great compared to Gift of Resilience, but I've realized I just need to make them scale a tad while still giving a bit more HP/healing initially to be comparable with Gift of Resilience. Maybe I'll end up adding a few new Gifts at some point that provide qualities from certain magic items, like Flaming or Keen or Ghost Touch, but more limited in selection (no free vorpal scimitar or greatsword of speed!). Still can't decide.