Well, ritual(crafting) tends to be a power build if you want it to be, because you can put any kind of spell into an object and use it that way. On the other hand, creating an enchanted item takes time, and changing the enchanted items you have takes at least a minor milestone.
A quick overview on enchanted items:
You can create items that store single spell effects. The effect has a power rating equal to your lore. You can use multiple enchanted item slots on one item to boost its uses-per-session and/or power rating.
For example, with lore 4, you could create an item that stores a weapon:4 fireball spell, or a 4 shift air block.
Another way to go are potions. Potions go away after one use, but they can be shared with others (enchanted items have to be designed for that, lowering their power). You can also use aspects on-the-fly, to boost a potions effect.
You can not really store powers in an enchanted item. There is a way to get temporary powers, by spending a number of fate points equal to the refresh cost of a power you want to take up. Enchanted items and potions that you can create with ritual(crafting) are limited to what evocation and thaumaturgy can do (basically attack, block, maneuver, skill replacement and a handful of thaumaturgy stuff that probably isn't of concern here). And usually, you want to have your summoning spells at a higher rating than what your typical enchanted item is at.
Which does not mean, that you can't have your character be able to create real magical artifacts, just not by using that power. In fact, no power really fits that concept, and I see it as more of a plot device or justification for other characters to pick up customized items of power. Those items could either be made off screen, or you could play a campaign just to get the right materials.
The thing is, both the crafter and the monk are cool character concepts, I just don't see them working well together. If you want to have a lot of powerful items, you will need to buy refinement a few times, in order to get enough enchanted item slots to work with, leaving you with very little to work with on the superpowers. If you want superpowers, you'll have to cut back on the items. If you want to keep flying only, that might be ok, I'd still question the double heritage a bit, but that might just be me.
To set a limit on the flying, you could restrict the flying to a number of exchanges equal to the characters endurance, for example.
Powers for what you describe as telekinesis are mainly channeling and evocation. Enchanted items can store evocation effects, so you could have your crafter create a rod that can shoot fireballs. If you want to take channeling or evocation on top of all the above, you will definitely not have enough refresh to make everything work properly. Reduce to the max. I don't say that to encourage powergaming, but to encourage a strong character concept. At the moment it feels like you have tons of cool ideas that could fit a dozen characters, and you try to push them all into one, which will probably not do them justice.