Azlan, may I provide some hard-won advice?
Before I do, welcome to the boards; this can be a great place to hang out.
You'll find that some people here are really interested in discussing D&D and the D20 system. Some folks have really cool and unusual ideas. Some folks are masters at answering questions clearly and concisely.
And some folks get a weird ego-thrill from insulting other people, staying just this side of the forum's rules, and watching other people get upset.
The sooner you learn to distinguish between the two groups, the happier you'll be. And when you can build up the willpower to ignore the latter group completely, then you'll really be able to make use of the forum. If you want, you can click on someone's profile (a button under one of their posts), and then click on a link that adds them to your "ignore" list. It's incredibly, pettily satisfying to do, and you'll never have to read their stuff and nonsense again.
So that my advice is positive: if you have rules questions, you can't go wrong listening to Caliban. Even when I disagree with him, I find his views to be insightful and well-considered. If he and I disagree, of course, I'm right. But generally, he's trustworthy

.
Now, as to your point:
I don't think it's really fair to call these munchkin items. The characters in your world are fighting for their lives, and they live in a world in which good equipment can spell the difference between success and failure. If someone plays a character who DOESN'T look for life-saving equipment, then they're playing a very foolish character indeed.
If you were playing a modern-day spy game, you might expect the PCs to stock up on:
-fast cars
-easily concealed handguns
-sniper rifles
-body armor
-first-aid supplies.
The fact that most PCs would want most of this stuff doesn't make them munchkins; it makes them PCs with strong survival instincts.
I suspect that you may want to avoid the commodity-feel of some of these items ("Hey ma, while you're down at the grocery store, couldja pick me up a +1 ring of protection?") To do that, consider instituting some house rules:
-Every magic item in your world could be unique. One ring of protection+1 in the game I play in, for example, was created by a wizard for her lover; if the wearer ever commits an act of betrayal, something Very Bad occurs.
-Players who want to create items gotta give you an interesting description of what they're doing, including some fantastical ingredients they're using (Bones from a century-old salmon; bark from a bitterroot tree destroyed by lightning; cobwebs spun in a newborn infant's mouth) and a procedure for creating the item. This should give the player a much more personalized sense of whatever they create, and give the item more meaning.
Good luck, both with your game and with rising above the insults!
Daniel