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Jumblejacks have you checked out page 142 and 143 in the DMG? It has tables that you can use (or use for inspiration) to make any magic item unique. A table for: who created it or was intended to use it?; What is a detail from it's history?; What minor properties does it have?; What quirks does it have? All of these can make any "plain" magic item interesting. You also have page 214/15 in the DMG with guidelines for creating sentient magic items.
Let's take the Cloak of Protection +1 that was made Air Elementals, half the normal weight and diaphanous. While wearing it you can speak with Air Elementals, you also feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in your presence.
I much prefer "random" tables like that added to the game instead of page up and down with premade items that won't fit my campaign/setting. A bit of extra work sure, but it really makes the magic items unique. It also helps me as a DM just create a custom magic item.
All in all, it looks like they have done a good job with magic items in 5e, better than BE(CMI)/AD&D/3e, 3.5 and 4e in my opinion. The only way they could have done it better in my opinion is to have some more "random" charts for modifying magic items. I am totally fine with some simple items like a +1 weapon. It's an option to use them plain, add customizations or just skip them and give some cooler items like the Nine Lives Stealer Sword.
Slightly off-topic: Just got my DMG today and after having just browsed through the book, it looks awesome. Just the kind of tool you would want as a DM. Sure, I would wish for more optional rules and customizations, but the book is 320 pages long, so I guess they just ran out of space. I hope they publish some rules expansions targeted at DMs. With the quality of the DMG, I am sure to buy it.
