I realize of course that everybody's mileage will vary and that every group is different. From my personal experience though, I've found that by and large, magic items in 4ed have been boring. When an item shows up that doesn't fit in one of the "Big Three" slots, the players just don't seem to care. I personally have found that the plethora of items expected by the treasure parcel system has simply made the items much more bland. Its no longer a big deal to find a magic item because its likely the party is going to find one roughly every other encounter.
When, on the other hand, magic items are rare though, the players get excited regardless of what they find. This is why I like the idea of divorcing items from character advancement. Its also why I've started to simply level up items in my home game. Eventually, the players get to the point where they more or less have the properties they want on their items (i.e. I have a Deathcut Armor). When this happens, they don't really want a different armor, even if at a higher bonus (its the properties, not the bonus, that makes the item special).
So I definitely agree that my next game will use the inherent bonus and I also really like the idea of making the items truly be rewards and not just a necessary part of character advancement. I think that 4ed made good strides with magic items in that the PCs are no longer as defined by the items they carry as opposed to their own abilities, but there is also still something just not quite right about them (again in my personal opinion).
When, on the other hand, magic items are rare though, the players get excited regardless of what they find. This is why I like the idea of divorcing items from character advancement. Its also why I've started to simply level up items in my home game. Eventually, the players get to the point where they more or less have the properties they want on their items (i.e. I have a Deathcut Armor). When this happens, they don't really want a different armor, even if at a higher bonus (its the properties, not the bonus, that makes the item special).
So I definitely agree that my next game will use the inherent bonus and I also really like the idea of making the items truly be rewards and not just a necessary part of character advancement. I think that 4ed made good strides with magic items in that the PCs are no longer as defined by the items they carry as opposed to their own abilities, but there is also still something just not quite right about them (again in my personal opinion).