Magic according to DnD isn't Magic.  It's technology that doesn't make sense. Even science isn't just used for war.  And yet there are thirty kinds of way to make a magic item the does nothing other than conquering the monster of the week to earn experience and escalate the good guy to the next level.  It literally has no other purpose.  There may be one or two spells used for storage... but none that a reused for refrigeration. Ten percent of the game is used to save lives and eighty-five percent used to kill in new and interesting ways.

And with no real downside.  It works all the time. Without fail or repercussion. Nuclear weapons are awesome killing things... but they also poison the land destroying everything in a radius... not just the bad guys. They say God created man but Colt made them equal. Not so in DnD ....Magic is both commonplace and limited.  And the really powerful stuff can only be cast by a single class - which has soo much of the power it makes other classes entirely irrelevant. So in the spirit of putting the terrible wondrous things back into magic.
I'm capping certain classes, removing others, taking out the sure fire easy out of other classes, and putting magic into the realm of the great danger.
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Most of the 9th level casters are gone.  In fact, 5 - 9 cannot be accessed by Vancian casting at all. Though caster who can access those levels have FAR more control than those who could not cast in the first place.

Regarding Rituals and the Magic Point System

And new magic items don't work the way Old Magic does.. and who's to say it ever will again?  Attunement is not going to double an item's power BUT it WILL allow the user to always access its effects.  In fact, its a requirement to do so.
Regarding the Making of Magic Items. Permanent magic Items aren't built as easily as they once were.  And Temporary Magic isn't as sure as it could be. Although alchemy and artifice aren't NEARLY as feared as any other sort.