points-based design with varied categoric focuses:
each item has a quality and an availability from 0 - 6
add these together to get yr points pool
quality is already a bonus - it represents the item's maximum enchantability
availability is how likely it is you'll ever see the item
think about what sort of bonuses should be available on the type of item yr dealing with;
eg. a t-shirt should not be giving you defense or HP bonuses beyond the trivial level,
holding a mundane weapon should not give you perk bonuses... think of other rules yourself
if yr points total is at least 7, or you think the item needs to be defined as special, add a requirement to the item
again this requirement should be based on the classes it's aimed at
something like a t-shirt should never get high enough level to need a high stat prerequisite
we're talking about weapons, armour and sufficiently enchanted or weird jewelry; mundane clothes shouldn't get too fanciful or powerful
hacker's high-level headphones could require Listen skill, etc
make the pre-req more severe the higher above 7 yr points pool is...
MAX HIT POINTS: 7hp = 1pt, 15hp = 3pts, 24hp = 6pts, 35hp = 10pts (you can slightly alter these values to suit a theme)
PERKS: 1pt in MAX SP, MAX MP, CAPAX, LUCK or BAELIE LORE: 3pts, and you can't buy a second rank
ALL FIVE OF THOSE PERKS: 10pts
you cannot put skills or attributes on an item; those things are just too valuable
SKILL ACCESS, DAMAGE REDUCTION are 1pt = 1pt and you can buy up to seven ranks of each
BONUS DAMAGE: 1bd = 1pt; 2bd = 3pts, 3bd = 6pts, 4bd = 10pts
HACKING POWER: 1hk = 4pts and you can't buy a second rank
hack pools are 1pt = 1pt, up to 7 ranks
or you can buy all four pools at once on that 1hz = 1pt; 2hz = 3pt, 3hz = 6pt, 4hz = 10pt scheme
BASE DAMAGE for weapons: starts at 40, +8pts = 1pt and you can buy up to five ranks this way
HP REGEN, MP REGEN and SP REGEN: five points for a single rank, 12pts for one in each
on items with max ranks in ANYTHING you have to put a HARSH PREREQUISITE skill requirement to make it special
keep in mind the item type;
you may wish to define rules for each category, eg:
defense and hp bonuses on skirts, t-shirts, socks etc should be worth one less than what you bought
so spending 3pts on a skirt HP bonus should only yield 7 bonus hp.
put various rules like this on everything; maybe heavy/military armour should not be raising perks at all?
add trait "online only" to weapons that can't deal damage offline, eg, decks.
^possibly this should be worth +1 to the bonus unless the item is QU 0 AV 0 pts