Background
I've played in and story guided several games of the Shadow of Yesterday and Solar system, but in none of those we have used any formal equipment rules. Equipment has mostly made some actions viable and superior equipment may have given a bonus die now and then.
Motivation
I am houseruling Solar system into a credible dungeoncrawling game and would like to have some standard rules for magic items. I will probably handle mundane items as above, with no specific mechanics, but it is much harder to eyeball how, say, +2 mace would work without specific rules for magic items. Masterwork items and exotic materials might also get similar treatment.
Existing solutions
TSoY and Menneisyyden varjot both have items increase or decrease damage done in bringing down the pain / syvennetty selkkaus.
In Solar system the equipment rating adds to a successful check result or reduces opponent check result. Solar system also discusses handling items as effects.
In World of Near allows replacing check result with the equipment rating. There's also overflow dice and imbuements and other such complications.
Questions
Which of these equipment rules, or which alternate equipment crunch, would work in a low bonus dice and very low resource pool environment? Would using these different rule sets in parallel cause problems, and if yes, what kind of problems?