For wands with limited charges Kromm gave some versatile rules here:
http://forums.sjgames.com/showpost.p...9&postcount=11
This still means magic weapons aren't exactly cheap, but it gives you more options. And you can fiddle around with the enchantment assumptions as presented in Thaumatology. Personally, I think making Magery 3-5 at least somewhat accessible and allowing an enchanter to put Energy up to their Magery level into Slow & Sure Enchantment every day doesn't completely unbalance magic items. Be advised that they are probably better than most things TL 4 can come up with (btw, did you really mean TL 3+2? That's not superscience equivalent of wheellocks and flintlocks, but of percussion caps and cartridges, i.e. Victorian technology).