Now, when K and I were working on the Book of Gears material, the first major hurdle that we faced was asymmetric bonuses from the items themselves. Characters investing in a singular "big" item pushed them well off the scale in one direction, while characters who tie a bunch of smaller separate bonuses together push the scales over in another direction. And we hit those problems with a one-two punch of:
- The Eight Item Limit
- Fixed level appropriate bonuses even on major magic items
But as you're no doubt aware, that's not a magic bullet that solves everything. There's still a lot of disparity to be had, armor of Heavy Fortification is just not worth the same as Called Armor, even if they have the same enhancement bonus.
So the next step was to divide items into ranks. Minor, Medium, and Major items, right out of the DMG. And in so doing, it offered the opportunity to get some straight up vertical tradeups, which is actually good if people are supposed to be getting magic items for 20 levels straight and there's an 8 item limit. Because it lets people collect a total of 24 magic items: a Minor for each slot, a Medium for each slot to replace it, and then a Major to replace each of those.
But seriously, that's as far as we got. We never made builds with various numbers of Minor, Medium, and Major items at various levels to do Same Game Tests with. I'm genuinely not sure of how many Minor magic items a character "should" have at level 4, nor am I sure at what level characters "should" start accumulating medium and major magic items.
-Username17