-Death Bind: If possession of the artifact should pass from one person to another then the previous owner will instantly die.
This reminded me of the movie Covenant where a character could will their power to another character, along with their life. So this could be expanded more into a "Soul Bind", in that the artifact gains power with each person who wields it and passes it on. So your "ancient family heirloom of no real worth" turns out to give you the skills of your ancestors. There of course would be a limit on how much skill the Artifact could contain, but I guess that would be based on the value of the artifact and just how skillful the ancestor was.
Sweet Smell - Positive thoughts are important.
-Finder: Some artifacts can never truely be lost. If tossed into a Volcano, Bottomless pit, or bottom of the ocean it will without fail find another master.
-Lost: Some artifacts can never truely be kept. If the artifact loses its owner or becomes lost it travels to another location likely to never be seen again.
You did re-read the thread didn't you? Anyway, I think that these two should kinda be tied as a possibly sentient object. A number of powerful artifacts have some personality and will, these two things would be a representation of that will (The Ring, God-killing weapons from the Draegerian series, some Elder Scrolls artifacts, some Might and Magic 1-8 artifacts, Need of course). Where an artifact will leave an owner for some reason (owner misusing artifact, boredom, time for a change...), and find another one. The artifact may decide to be lost for almost any amount of time depending on past experience, or stay with a person if they like them.
Innocent - A good explanation for this would be the weapon being possessed with a good spirit, and paralyzing attacks. It could be one of those things where a great holy power of elven good blesses something, while you expect awesomeness, and get this.
Phantom Hold - This one would be really easy to do, I think it happens occasionally already as a glitch.
Heavenly Diplomacy - Could you explain more clearly?
Soft Bonus - Materials that shouldn't make weapons already get a pretty large damage penalty.
Flaming wake - So very much like what a SoF does when moving through a field of flowers.
Hm, on this and Ice Wake, how will you keep stupid dwarves from wiping out the fortress with them?... Does create more Fun and an incentive to always look at a new artifact the instant it is done. Be even more Fun if it can be combined with the enchantment that makes the maker keep and use it for life.
Faster and Faster - We will need chance of collision damage for this, and possibility of blazing up a hill at incredible speeds then off the cliff at the other side.
Disguise of Age - Not really a disguise, and doesn't really fit with a cloak. I would prefer some time-related object. If not, a belt, as it would add an obvious way to use it.
Disguise of Majesty - Reminds me of that story in which a couple of men manages to trick a king into buying a nonexistent robe made of "cloth that is visible to all but the stupid". And no one wanted to tell the king that he was naked, as it would "prove" them the fool. This cloak would be the reverse of that. Where you can wear nothing at all and no one will care...of course, no character in the game cares about that anyway...
I notice that a lot of the glove ones seem to be enchantments that could be applied to any number of objects.
Skill Stealer - I feel as though this requires some negative side effect, but none come to mind.
Hand Protector - Leave name at "of protection" and also give it the ability to block incoming attacks with hands. It's one of those general enchantments that could be placed on all but a weapon and vary from object to object.
Robbing - A name change to "Duplicity", might not be the right word, but it makes fun of the effect being both a trick and a duplication.
Robbing Blind (+) - Again, not a good name. I think, the Hands of Health and Harm, or the Hands of Surgery would describe it much better.
Theft - Call them "Hands of Fetching" and give a few more theivery based abilities, like stealing the king's pants from the other side of the fortress. Like others, needs a negative side effect. Such as leaving your hand in whatever interdimension rift you make to reach through (the king finds a morbid, amputated hand suddenly appear in his pants).
Heart Throb - I think this should be divided a bit. Grabbed a person's emotional heart shouldn't have much in the way of visible effect, and should be kept separate from gloves that give an insta-kill for anything with a heart.
And a new one for gloves;
- Creation/Conjuring : Allows the user to create crafts out of nothing if they have enough skill beforehand and imagination in their personality.