About the creative pretender approach.
Take a good look at the manual where the booster items are mentioned. Nature, Earth and death paths can be boosted with items at D2 or (N2, E2). The other paths need either a combination with another path, or rank 3 or 4 before you can make boost items.
So, a pretender with primary Death magic could with and investment of F2 and N2 easily reach F3 and N3. You could even start with N1 and use the cheapest empowerment lvl1 to 2 for 30 gems if you are short on design points.
That said.
F2+ gives you a few weapons, F3 enables the Flambue.
F combined with earth gives the charcoal shield.
N2 gives the regen ring
A2 gives acess to the thunderbow
W2: Bottle of living water (could be w3, but think its w2) and a few good swords.
D2: Mentor skulls, horror helms
B2: the boots that stops aging
B6F2: Soul contract for the Dom2 Devil factory tactic.
F2N2: Fever Fetish, for Fire gem production.
E2S2: the +1 Astral booster coin.
to name but a few of the more commonly used items. I might be slightly wrong in the required paths, writing this from memory
