One of the biggest issues I've been having with DFRPG is that a lot of the important text is tucked away and easy to miss. The item crafting stuff proves this more than anything. Until just recently, I've found it rather annoying. Then I released: how is this not in the theme of Dresden Files in general.
Very much fitting.
As for game breaking... I've been digging further and further into items and related stuff, thinking about this hardcore. One thing it does mention is an item with power double your lore should have good explanation.
Regardless, an item’s casting strength after all bonuses are totaled should never exceed two times the crafter’s Lore rating—at least not without a very good rationale and a ton of baggage."
Also, there is the issue of recharge (or why it can be used multiple times). I mean the kinetic rings and duster harry has both have good explanations.
After it’s used, the item requires time to recharge by some means that you determine; this is assumed to take long enough to reach into the next session
Also, I can think of an easy solution to wearing down an item.
* A prolonged evocation would do it to armor/blocks. One exchange to pump the area with damage, the next to sustain it for more rounds.
* Tag teaming. A bunch of baddies will wear that armor out really fast. Same with offensive weapons.
* Maneuvers, depending on the items. Okay, you've got armor... but you're pinned on the ground. Let my henchies strip you good.
* Not to mention, if you only have rituals (crafting), it means you lack things like veiling, warding, summoning, and other such things. While some of these can be "emulated", warding and summoning are two things that probably should never be emulated by potions/items. Which brings me to my next point:
* Crafting requires an arcane laboratory. And without proper wards/veils/etc, that lab can be very vulnerable. This is a very nasty thing to do as a GM, which leads me to my next point:
* Change it up. Crafting can create just as powerful effects as evocation/channeling/thaumaturgy. But it requires planning, and very much lacks flexibility.
Again, these are things that are more intended to get back at that player. Ryan, it sounds like your wizard is much more of a physical combat wizard. So? Through him into situations that are social. You come in in full combat gear... you are asking for trouble. I mean, seriously. Look at Harry.
Are you going to walk into Accorded Neutral Grounds armed to the teeth, itching for a fight? I can think of what a couple of red/white court vamps would try. To provoke you. Or manipulate you into starting a war, or at least picking on a bad guy bigger than you can handle. Or the like.
That staff of power, it can only do the same thing over and over and over. You can't change it to suddenly make it into an area of effect spell the way you can with evocation. Nor could you change it to a maneuver to disable or apply temp aspects. Heck, you can't even create light without a potion.
But personally, I don't see a problem with allowing it. Yes, you lock yourself down to what you do but maybe you're a wizard that believes that all his power *must* be channeled through objects. And it really *should* be part of the characters high concept (or so *I* believe), which means things like destroying his lab, or removing his items should be considered compels. Again, at least that's what I think. I'm sure people will disagree with me.
As for potions... Yeah. Seriously. Serious contradictions. I believe both are correct. Rather, that it should be discussed with the specific player. I don't think there is a right or wrong on this and that it was left very ambiguous intentionally. I think it's more flavor than anything else.