Ok so the rules for this were a little vague to me so I just want to see if I had this right. A character with a LORE of 5 can craft a Focus to help with enchanting (ether STR/Frequency) to a power of 5 if he spends the slots to do so (For idea sake will say its a work bench). So from that point any enchanted Item that player made could be effectively 10shifts of power IE Weapon 10:1use and so on. Says in the book that no enchanted Item can be more than double your lore in power.
Welcome to the forums! And yes, your interpretation appears to be correct.
With that said how do you price or balance items that would offer things like applied Temp Aspects IE Heighten Perception or Burst of Speed/Strength.
For temporary aspects you'd use the maneuver rules. (YS264) In general it's 3 (or more) shifts to create a maneuver plus shifts for duration. So your ten shifts might be three aspects with one shift of duration (probably making them last a scene), a single stronger aspect of 9 shifts (needed if it will be resisted) with one shift left for duration again, or it might be something in between.
You could also create the Heighten Perception type of potions as 'skill replacement' items rather than temporary aspects. Essentially allows you to use Lore as your perception skill. No reason it needs to be limited to perception either.
Finally, you could also use the temporary powers rules for things like speed and strength - drink the potion, spend fate points equal to the power, and have Speed or Strength powers for a scene.