Homebrewed magic items are fine, within reason. It's the new mechanics and conditions I'm not that happy about. Why make the game more complicated? There are plenty of other aspects they need to fine tune first.
I'm not saying homebrew items are bad. I'm just saying they don't need to invent EVERY magic item. For lower levels, use stuff already out there.
Example:. You open a chest in the goblin lair behind Ragzlin's throne.
Longsword of Sharpness
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Instead of crafting a whole new weapon for Minthara, they could have simply given her a Mace of Terror:
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Both perfectly good magic weapons. No need to reinvent the wheel and craft all these kinda weird ones.
"If you're enemy is burning, this weapon does 1d4 additional damage."
Um. So I first have to set them on fire and THEN it actually does more damage? How often are enemies on fire? No thank you. The weapon I speak of was better when it actually just did normal attacks and damage but had a chance to set opponents on fire. Now THAT was cool. Hit enemy, and they burst into flames. I miss that axe. Good early patch weapon. One of the best.