You mean the magic items, right? (That's the only magic the DMG spends a lot of time on.) Yeah, I can sort of see that.
But at the same time, I can sort of see why the system needed made more consistant/less abusable with the stacking rules and so forth.
I think 90% of the blame for lack of mystery in magic items lies with the identify spell.
That said, I would like to see (make?) more flavorful rules for creating magic items than "pour XP and GP in, magic item comes out." The old Tome of Magic rules for magic items went way too excruciating depths to make a magic item; the DMG is more towards the other extreme. I would like to see something in the middle.