That’s the very definition of what an Extraordinary Item is. It is what sets apart mundane for extraordinary. The things about potions or items made via mundane, they probably take longer to do/activate, vs extraordinary happening in a matter of seconds. So a potion/poison made through mundane alchemy might be able to have the same effect as a boon or bane, it takes hours or days to happen.
Now, of course, for your world, your game, your campaign, you could choose to allow this, but the build process to help you determine WL is all in extraordinary items.
For the most part in Open Legend, you don’t give flat value increases to things. You give Advantage/Disadvantage. Roughly 1 Advantage is equivalent to +2.
Also remember that there is only 1 roll in Open Legend, the attack roll also determines the damage you do, there are not separate rolls like in other systems for attack and then another for damage.
You would either have resistance vs Precise (Agility based attacks) or Forceful (Might based attacks), not “bladed”
This would 100% be an extraordinary item for sure. Actually all the things you listed would 100% be an extraordinary item.
Extraordinary items have a very specific expendable property to them. This not only help reduce the WL cost of the item, but it makes the items auto-succeed in certain cases without having to roll.
I’d recommend fully reading through Chapter 9 to see all you can do with Extraordinary Items.
There is a reason the feat for craft extraordinary items costs more than mundane.
Overall, I like the items you presented. They have good description in the name a reveal potential concepts of the world, but they are all very clearly Extraordinary items.