The ideas I’m presenting here are only for people who want to introduce that approach to money and the economy. Large-scale items are created at the speed and inflationary whims of Plot, but low-end stuff needs support, and the definition of “low-end” scales by level. That setting gets to be the exception, because it internalizes the magic item economy of 3.x and renders it into industrial fantasy – both low-end magic items (tools to make life easier) and large-scale magic items (lightning rail!) are essential to Eberron’s feel. In most settings I agree with this choice, but in his post he’s specifically talking about Eberron. This is a core design assumption on WotC’s part, and they haven’t been shy about it.
Over in Google Plusville, +Levi Kornelsen mentioned the absence of a magic item economy in 5e. 29 Jun, 2015 in 5e DnD / crafting / design ideas / Eberron / powered by the Apocalypse by Brandes Stoddard