Powerful (magic) items, the dreaded attunement and downtime projects
How do you go about making items that are more powerful? In other systems, an option is that you balance them through "attunement," having only a certain number of items available at any time.
How would you do powerful or interesting items in DH? How would you add more complex items than what the book suggests? Maybe they can take up a loadout slot?
How could you add items (like the Vestiges in CR) that grow with the players? Maybe through "work on a project" moves?
I am curious to hear any discussion or ideas on the topic of magic items!