There is a somewhat annoying logical progression with crafted items in both 3.0 and 3.5 that may want to addressed in 3.75.
1.It is not terribly costly to create an item that creates food and water once per round indefinately.
2. It is not terribly costly to create an item that will cure disease in the same manner.
This means that any society that wants healthy and well fed people will ensure that these items are available.
This means that there will be a population boom of epic proportions...the modern industrial revolution doesn't hold a candle to almost free food and perfect health care. Add in items that create walls of stone for roads, disintigration for tunnels/excavation, rock to mud etc...and there will no longer be an even remotely feudal system left, which is where D&D is set.
Any nation that does not invest in crafted items, especially food and disease ones, will quickly be crushed by the overwhelming numbers of neighboring nations; elves will be especially vulnerable since it takes so long for elves to mature into adults...
I realize this is a little silly, but if a D.M. is running a game that emphasizes politics and how nations interact, the D.M. would be remiss in not looking for ways in which those nations could use spells or items to create a more powerful nation; that is what we do with technology after all. Creating these items, however, irrevocably changes the game...pretty hard to have an adventure in the wilderness when there is no wilderness left(an adventure theme that is rather appropriate given the current state of our world, but still...)
Yours in nerdyness,
Jeff