1) 12500. This should pretty clearly be 1/4 the price of the Quicksilve Boots. 1/day half move is about 1/4 as useful as 2/day full move. Given the insane pricing in MIC, I expect to see 1000 instead.
2) 50000 Better than the 9th-level Psion power that makes you immune to everything because that Power is a standard action that can't be Quickened no matter what. However, it is still only 1/day. However, thanks to attunement requirements, I'll call it only 50000 (less than the 9th-level power 1/day would cost) assuming that it is reasonably discernable to enemies that you are immune to damage and to do something else. Multiply it by 1.5 if it completely blindsides them
3) 400 Cute, but not a big deal. A cure minor once a day is 200 x4 for contigencied effect with no action but /2 for not actually healing you.
4) 2000--the list price would be 4000 for a 1st-level spell once a day at 10th caster level, but I halved it.
5) 40000. This is effectively a Rod of Greater Twinning with several stricter requirements on what sort of spells will be twinned and who the second target will be. Also it uses a Swift action, so more like a Rod of Greater Quickening, I guess. I'm marking it down by a factor of 4 due to constraints, so 42,500, round down to 40000.
6) 350,000. I'm charging for the 9th-level Nomad-only Psionic power Time Regression. Note that it is a 9th-level discipline power, which tend to be extremely powerful because only members of that discipline can ever learn them, and even then it costs XP. That price is 311200 (most of it is the 250000 GP from paying the cost of the XP price in gold 50 times). I then round up to 350000 because this item is a pain in the ass to GMs and fellow players alike and makes the game a chore of bookkeeping exactly what happened during the last round at all times (since you never know when Mr. Reload Amulet is going to strike and slow your game to a halt). This is banned in my games for the annoyance reason more than anything else.
7) 3000 GP. Useful, particularly since unlike Cloak of Displacement Major, you can use this only when you know you need it thanks to the Immediate action. Priced comparatively based on that factor.
8) 17000. 2000 for always stabilising (5x the other amulet), 15000 for saving you the price of a True Res (discounted for having the foresight to buy this first, then discounted again because you're totally screwed if you add other abilities to this item and it crumbles).
9) I'd price this at around 120k. Wizards can pay 170k to do stupid-insane metamagic combos three times a day with the strongest greater rods, right? Well now so can warrior-sorts (or more dangerously, Bo9S classes with Strikes), but they get a 2/3 discount because they have to wear it instead of having a slotless item.
10) 6000 GP. Better healing than a CLW with CL1. Immediate action. Works at range (like the metamagic feat that gives touch stuff 30 foot range). Can save lives. I'll round the base price for the healing up to 600 gold (400 for 5.5, but this gives 7.5), then apply a x10 modifier.