Well, This is based on my own game, but one could house-rule D&D to make it work.
I include other foci and tools in the bailwick of Reagents. And their use and the use of rituals make for a deeper game; but you have to make sure that they do not make the mage more powerful (without other balance), and that some of the tools don't multiply thier powers at higher levels. I also have a number of tools and servies available to my other classes/roles to aid them, as well.
One point of this also that a lot of GMs have trouble with is making the reagents and components matter more; by bringing them up more and not handwaving them.
Pretty much every compnent I have for spells allows for a better result with higher quality of reagents. Remember the old AD&D druid and the different types of Mistltoe? Similar to that. Higher quality reagents mean better casting results. I also allow more higher-quality reagents to increase the change of overcoming spell resistances and in some cases, to reduce the save agaisnt a spell.
Again, the GM can make this matter more by making sure that a few of these show up in shops, but also found in adventures and haevily used by NPC mages. AS a rule of thumb, the tougher the mage in my world, the better their reagents. And since this affects counterspelling and dispelling, this matters.
It's also very important for the tone of the game and helping with versimilitude. A lot of my necomatic spells include the use of certain bones being tossed or held as compnenents, water spells often need prepared vials of liquid, and the poor artificer carries around a metric tonne of supplies. Which makes the magic seem more real to my players.
And always, with more powerful spells, don't be afraid to make the compnents somewhat difficult to get. the complaints about role balance in D&D can be mitigated pretty quickly by making reagents harder to come by.
Hope that was useful.