Handing out all the items in a 3.5/PFRPG AP would do it.
Youd have to very carefully monitor the magical treasures.
I have handed out everything so far, and then some.
At level 2 - Owlbear Cub - 3000gp, but it takes two weeks for your agent to take it to Greyhawk, sell it and return with the funds.
At level 2 - Returned to town with a 200 lbs. table made of shiny, red, space metal. They had the idea to take the table to the best smithy in the region to make weapons and armor. I gave Osgood the Smith the ability to use Fabricate to speed up his work. At the end of chapter 2 (5th level) they got most of their stuff. At the end of chapter 3 (7th level), they got the two sets of plate armor. Everything had a +1 to it. It has not affected balance in encounters. Characters still miss sometimes, and enemies still hit. At this point in the AP, +1 items are popping up anyway. Several +1 sets of armor have appeared, as well as several +1 weapons. I will say to the OP, drop the masterwork tag from items as you do your conversion.
At level 2 - Periapt of Wisdom. I have used it as written for the +2 Wisdom bonus it gives. The monk uses it as a bonus to his AC. As the AP progresses, it will increase in power to a +6 near the end of the AP when the characters are level 20. This is probably ridiculously high for 5e, but it is a legendary item and that is all it does if I recall correctly. The monk could end up with an AC of 23 and a save DC of 22.
Several wands of cure light wounds have popped up. These have been replaced with wands of healing word that function identically to wands of magic missile. I have handed out 2 of the 3 that have shown up. There is a wand of Cure Moderate Wounds coming up. I am not sure whether it will become another wand of Healing Word of if there is another ranged 1 target healing spell that I could use. I could also make it a wand of Cure Wounds with a range of touch.
The party is also in danger of needing to do a prison break. If they don't figure out quickly where they are supposed to go next, the plot gets accelerated by them being framed and arrested for murder. They foiled the murder attempt, but decided to harass a street preacher, so they might still be arrested as part of the plot by the bad guy. At this point, they would be stripped of everything and transferred to the bad guy's secret prison. Being without any gear, having to break out, and survive either an escape or progressing forward without anything but their wits and abilities will be a significant challenge and help break them of an annoying (to me) habit of rushing in where devas fear to tread.
Most magic items (wands, eyes of the eagle, handy haversack, etc.) I have used as is or changed to a 5e type mechanic. The players know that some items can change once the DMG comes out.
Encounters have still been fun and challenging even though they follow encounter building guidelines like I laid out above. Characters are still in danger of dying. While the party was level 5, the rogue was knocked unconscious in 1 regular shot by a giant crocodile. It nearly got a chance to pull her under. An assassin struck at the Paladin. It got to roll 1d6 + 7d6 poison + 4d6 sneak attack. I forgot to use the assassinate feature fully and turn the attack into an automatic critical. 24d6 would have knocked him unconscious in 1 shot.
In short, I think things will go fine if you hand out the magic items in the AP, but they need to be 5e versions.