If a player wants a "pooled" magic item, I let them spend shifts to add default-strength effects that share the use pool. So if they have Lore 5, they could make an enchanted item with a Weapon:4 and a Block:4 effect that has one use pool. You end up with less uses and less power then if you just made separate items, but spending shifts instead of slots gets you much better versatility. I also houserule Warden Swords to work on this system, using the character's Lore rather then being a default package - in other words, if you want a Sword, you make it yourself.
And then you realize that the uses/session is not actually a hard cap on how many times the item can actually be used in a session. And that a character built to exploit this house rule would be substantially more powerful than the already-among-the-best current Crafter build.