Traditionally in D&D & derived rpgs magic items and technological items are interchangeable. In a fantasy game what may be called a wand of fireballs, whereas in a sci-fi game an item with the same effect could be called an incendiary micro-grenade launcher (aside from the class requirements for many magic items in standard D&D).
In Empire of the Petal Throne the line is further blurred, with magical and technological items being treated interchangeably.
While working on the treasure & item material for the Planet Algol material, what really struck me is that many classic D&D magic items such as healing potions, flying carpets, wands of lightning and the like not only can easily be presented a technological items, but when their functionality and "reliability" are concerned they come across as virtual technological items. A magic-users suite of magic items could easily be some sort of advanced technician's supply of advanced equipment.
When one considers how magic items are treated in much of the "source fiction," they are generally more mysterious than D&D magic items. Enigmatic, possibly dangerous artifacts of lost-lost eldritch forces. Generally not the "utility items" that most D&D magic items are, but instead "Artifacts" similar to those of the Artifacts of classic D&D.
The conclusion I've come to while considering such matters is that in the Planet Algol setting as I present it, technological items generally should be the "generic, utility" items such as contragravity harnesses and medical nano-injectors whereas magical items generally should be "Artifact-ish." Powerful, mysterious items of legend such a the orichalcum encrusted skull of an ancient sorcerer infused with his knowledge or the ritual implements of an extradimensional sage.
My goal is to present an array of standard technological items as well as both a selection of example "weird, classic sword & sorcery" magic items and the tables for generating such items.
Now I would like to include some allowances for minor charms and amulets created by contemporary sorcerers, but I would like to avoid magic items being something that are created by nowadays sources, instead being the remnants of lost civilizations or from distant spheres and dimensions.
One motif in many science fantasy settings, such as China Mievilles Bas-Lag milieu (which is a big influence on Planet Algol), is techno-magical items. Although I enjoy the way such items are presented in the Bas-Lag novels, in my interpretation of the Planet Algol setting I would like to avoid such magitechnology, as I would like to keep magic items weird and mysterious, and also with access to technological items such magitech is somewhat redundant.