That was a pretty cool miniseries. I think Item of Power covers the bases pretty well, for example the indestructible nature of the Objects.
I wouldn't imagine you'd have to really fiddle with rules too much. For the most part, the Objects' functions are pretty all-or-nothing. If you strike an opponent with the Bus Ticket, they teleport to Gallup, NM. Do not pass go. Do not roll a saving throw. Do not collect $200.
Some of them aren't meant to be "balanced". They're just plot devices. Some COULD be balanced. Some are plot device-powerful within a very narrow niche, and those I like the best.
The Key opens any door with a tumbler lock, period. The wiggle room there is in using Assessments and Declarations allowing you to use (or prevent use of) the Key.
The Pen probably just needs a medium-high Weapon value, and you're good to go. I'd rule the Eye as having a higher Weapon value, and on a Taken Out result the target is disintegrated (it disintegrated people, right?).
The Comb is a little trickier.
Stop time for 10 seconds, during which you cannot affect the world around you. I'm not sure how I'd rule that effect yet. The downside, "Disorientation unless you're standing still after the 10 seconds" seems best handled by a Compel, though.
The Scissors "
rotate things". The trick here is that it really doesn't seem to matter what gets rotated. If you can see a target, you can exert a basic level of telekinesis on it. You could throw people like in a grapple, use them to Maneuver, and lift/break otherwise immovable objects like semi trucks and vault doors. It's like Mythic Strength at range for lifting, but you can't crush people with the scissors. You COULD throw them off a roof or slam them into the scenery, though.
Those youtube links link in turn to clips of many other Objects, BTW. Handy little resource for reminding me about all the cool stuff in that show.