New Spells
Seal magic - Clerics have a 1st level spell that creates an enchanted seal for an item or creature that contains dangerous emissions. The seal suppresses curse effects of a magic item but casting a seal can be dangerous as the caster must touch the item being sealed. If seal matches or exceeds the item's level then the seal lasts a day per caster level. If item level exceeds seal level then duration becomes 10 minutes per caster level. Since the seal is not a running spell it can not be dispelled but may be suppressed via dispel or broken physically. If a wielder ever fails a save on a 1 the seal must make a saving throw . A seal will protect a user from loss of control due to the sealed item but the user will only have a matter of seconds before the seal is destroyed. Seals are designed so that they radiate light and sound on breaking so that the wielder knows to dispose of the item as soon as possible.
Updated Spells
Detect magic - this spell gives more detail on power source. A spellcraft check of DC 15 + spell level determines power source. Furthermore a spellcraft check at DC 20+caster level gives you the exact level of an item or spell. (Both checks are retry-able) Note: Unbound magic items and spells lingers longer due to the radiation left behind. They linger as if they were 1d4 levels higher though identification DCs remain the same.
New items
One use magic detectors (one use magic detection triggered by presence of magic) These items come in many forms though one of the most common is a vial of alchemical liquid that darkens in the presence of magic. These badges are only a few gold - inexpensive enough that they can be worn in locations where magic is common place to detect leaks. Different calibration levels are also possible. (Detect unlicensed magic, or detect magic of greater than 2nd level are both common variants)
Amulet of registration - The license comes in the form of a magical medallion that is not removable. The item both acts as government identification and acts as an arrow of slaying in the case of loss of control. This is necessary as casters usually convert into the most fearsome creature types. A very powerful caster may have a greater medallion. (As per greater arrow of slaying) The medallions are silver with insets representing spell lists available.
Communication orbs - The ministry (MME) issues officers a globe of numbers that can be magically tweaked by central office to show a number code denoting precinct, block, house number, and then a dispatch code identifying the call type. It is possible to send short confirmation codes but otherwise the communication is one way. Still this messaging system has proven invaluable to the workers in the MME.