First of all, I do not think my reply suggested magic. I suggested you use the mechanics in the game for enchanted items, which are supposed to be fixed strength one use items, you can flavor them however you want and use whatever effects you think are appropriate. I suggested this because they model utility items very well (in my experience) and have a built in usage limitation. Using declarations and aspect invocations would also be good, but you said you wanted more mechanical crunch.
I think Incite Effect would be a bad fit here because the effects produced by utility belt items are too broad. Incite Effect is meant to allow you to use one skill to make changes in the world (or in someone's mind or whatever), if you allow one skill to use Grenade attacks, Grappling Hooks, Smoke Screens, and whatever else it is going to be too good. This skill becomes a replacement for stealth, movement, attacks, and pretty much anything else your player can think of. A good example of a Incite Effect would be the basic Incite Emotion (one emotion) powers from the book, or a power that lets you control shadows, or something similarly broad.
I also do not like using feeding dependency for the ammo type effect. Basically, you will never run out of anything mid fight (unless the GM tosses out a bunch of compels for Hunger Stress attacks mid combat, but it still likely wont make you loose anything). Also, refills are not difficult (presumably) nor morally objectionable to obtain. If you can just use your powers all fight, then tack hunger at the end of the fight, then clear it by going back to your base, that really isn't much of a downside. It also just feels wrong to have your ammo represented by a stress track and consequences (at least to me).
What is it you specifically do not like about enchanted items/potions? I understand why you may not want to work with thaumaturgy, it is complicated and requires a lot of GM handling in order to work and can get out of hand. But enchanted items will be fairly simple, they are (mostly) pre generated, do not take much time to use, and unless you let someone take tonnes of refinement for crafting foci they are pretty balanced.
For example a character with Bag of Tricks (Resources) and 5 resources skill could have Grenades (Weapon 3 zone attack, 3/day, 2 slots), Grappling Gun (5 shit athletics skill replacement to climb walls, 1/day), and Smoke Bomb (5 shift Stealth 1/day). If you wanted more uses/items/wanted to allow declarations to make them up on the fly you could use the upgrade (even multiple times). Keep in mind you as the GM can veto effects from items if you think they are out of line, just make certain you and your players have the same expectations for what is allowed.
I am sorry if I come off as pushing "magic" to you, if you don't want to use it that is fine, do whatever is the most fun. But in my experience the enchanted items rules work very well for this type of thing and are simple, strait forward, and balanced.