Yeah, that article that was posted was part of a 3-article series of marketing for the Magic Item Compendium. Mostly, those articles boil down to "Here's what's wrong with magic items in 3e, and here's how we're fixing it." Some of the more important things in the MIC were useful activated low-level items, and the rules for combining passive bonuses with more fun items (basically: you could bolt a passive bonus onto another non-bonus item in an appropriate slot without paying double for two effects in the same item).DingDingDingDingDing!! We’ve got a winnah!
I can’t stress enough how this sort of thing was emergent. The wealth by level guidelines and magic item pricing indicated that some of this stuff was expected, but not to the degree it took hold. Andy Collins’s Big Six article, dated 2007, was chasing the concept, not offering real design insights.
Bringing it back to 4e discussion, it is fairly clear that this type of analysis was at the forefront when 4e was designed.