Some note about magic items
I should have noted this earlier but it slipped my mind.
Because of 5e's bounded accuracy, magic items, esp. weapons become quite valuable. As such, in my campaigns, including this one, I'd like to treat most magic items as something unique with its own history etc. This means that most magic items can't just be bought at a shop (exceptions include scrolls and potions). On some occasions you may be able to trade magic items if you find a willing trader (e.g., a rich collector in a large city).
But, this also means that any magic items you acquire will be unique, named, and perhaps even some minor properties that gives it its own character. I think this will make acquisition of magic items less mundane. Magic items won't just be another +1 sword in your inventory but something more memorable.
I am also going to go with the variant rule on the identifcation of magic items (see DMG) - meaning mere short rest won't do. Its powers may be reveal through research or experimentation with the item (e.g., certain circumstance may trigger a power).
EDIT: if a power is triggered by an audible command word(s) only and you've heard that command and committed it to memory, obviously this is one way to figure out usage.