I disagree with you opinion on the clarity of the text. I don't see much room for interpretation in this case. Groups can always change the rules, but that isn't relevant to discussion.
We can try to bypass all the active/inactive positive/negative residue discussion by having a 1st stab at knowing if the object is magical or not. Terram has a guideline for that...
Circle of Inspection of the Goods
InTe(Vi) 25 (35) R:Touch, D: Mom,T: Circle, Minor Item
All magical objects within the circle will become slightly fluorescent if they have any magical properties. This will detect any magical items such as raw vis, invested items, charged items, etc. Even Rustican crafted items will reveal their magical affinity. As long as they are magical in nature, they will glow. A version of this effect can be created for each of the realms. Effect needs to penetrate in order to have any effect as usual. Covenants often have these circles at the entrance of their Aegis and ask all items to be checked-in the circle prior to being allowed to enter. Disreputable magi & most mundanes are often asked to step into the circle also. As items can always activate within an Aegis irrespective of their penetration, this is common practice at most Covenants even if they do not have an Aegis. Magical items are generally consigned outside the Aegis or within a secondary one & given back at the departure. A notable exception is the Talisman of Magi in good standing which they can typically enter with. Some paranoid Covenants add substantial penetration as they think some items might be given resistance but outside of Talismans, this is very rare but some divine/infernal relics have been known to resist the effect (effect designed to detect supernatural properties of those realms).
(Base 20: Learn the magical properties of an object, +1 Touch, +10 unlimited uses)
W
Two more effects I think many convenant would likely use
Master of Goods
CrAn(Vi,Te) 55 R:Touch, D: Mom,T: Ind, Ritual
Creates a Magical Hound that has a keen sense of smell to track Items, including smelling out any Magical Items. Hound has intellect instead of cunning and has no special predispositions toward its creator. Hounds typically like to assume guard duties and take their job quite seriously. See the Magical Wolf CoreBook p.193 and/or Hermetic Projects, p.126 to see a similar spell.
(Base 50/20: Create a Magical Creature (Animal/Vim)/Learn the magical properties of an object (Terram), +1 Touch, +1 Terram rq. for ability to Smell Magical Items)
Grant the Magical Ability to Smell Magical Items
MuAn(In,Te,Vi) 45 R:Touch, D: Sun,T: Ind
Typically granted to Guard Hounds so they may gain a magical ability to track down Magical Items when we think something has been stolen or simply needs to be found.
(Base 20: Learn the magical properties of an object, +1 Touch, +2 Sun, +1 Terram rq. for ability to Smell Magical Items, +1 for granting to someone else)
I think we just need to workout a ReVi guideline to "lockdown" items and we're going to be ok.
W
Here are 3 more effects to complete the set of how to allow covenants to survive the item apocalypse.
Hermetic Seal
CrTe 20(24) R:Touch, D: Sun,T: Ind, Minor Object
Creates a Magical Coating of Lead. When used to directly coat an item, it will prevent it from being physically activated as the lead prevents any direct contact with the item. When used on a container, it doesnât physically limit the item but the item loses contact with the rest of the environment thus preventing most triggering effets. Even environmental triggers such as sunrise and sunset will not trigger while protected by this lead coating. This is a natural effect of being Hermetically Sealed. This effect does not prevent ReVi Base 5 âActivate an enchanted device with a simple triggerâ but in order to work the effect needs to be a ranged Arcane connection and the activator needs to have an arcane connection to the object. A Cubic foot of lead is enough to coat items as large as a standard room which is sometimes how it is being used and then have the items all placed inside.
(Base 5: Create a cubic foot of Lead, +1 Touch, +2 Sun, +4 Cste Effect)
Hermetic Verdi Safe
ReVi 100(104) R:Touch, D: Sun,T: Room, Major Item
This Invested item is available via the Verdi Domus Magna at a price of 10 Vim vis for the Season of opening the item, 10 Vim vis for the season to Invest the effect, 10 Vim vis for the cost if opening the Item, 10 Vim Vis for the cost of Investing the effect x2 for a total of 80 Vim vis. All types of Magical items are suppressed while in the safe and cannot be activated, up to and including a base level of 50. This is sufficient to suppress virtually all invested effects. In general, enchanted devices may not mimic the effects of ritual spells. There is, however, a single exception*. Enchanted device effects may have a level over 50, as long as there is no other reason for the spell to be a ritual such as this effect. Verdi also offers lesser versions that target a single hermetic form at 28 Vim vis. Some covenants slowly collect the 10 enchantments for a total of 280 Vim vis over decades as they can afford them. Should be noted that every casting of this effect will warp the item and not all owners will be keen to subject their items to this treatment.
(Base (Gen +5)/2: Sustain or suppress a spell cast by another with level less than or equal to half the (level + 5 magnitudes) of the Vim spell, +1 Touch, +2 Sun, +2 Room, +4 Cste Effect)
*There is a Ritual Item discovery that could create invested items beyond the Base 50 and thus not be affected by this effect.
Hermetic Lock
ReVi 25 R:Touch, D: Conc,T: Ind
This effect will ward off ReVi effects that attempt to remotely activate an item via the ReVi Base 5 guideline: âActivate an enchanted device with a simple trigger.The target item is activated directly by the Rego Vim spell; the normal trigger is not reproduced. [LoH p.107]â so long as the Triggering effect is of lower level than this effect. Thus, this level 25 effect will prevent a standard âRemote Trigger ReVi 25 (Base 5 +4 Arcane Connection)â from activating the intended itemâs effect. Typically, Another ReVi sustaining effect is used to maintain this effect for longer periods as the concentration duration is used to avoid warping the target items.
(Base Gen +2: Sustain or suppress a spell of a specific type cast by another with level less than the level +2 magnitudes of the Vim spell. Examples of specific types include Hermetic Terram magic and Shamanic spirit control magic [and curse magic], +1 Touch, +1 Concentration)
W