ACKS has removed the "Identify" spell but it has replaced it with explicit mechanics to identify magic items in other ways.
p210 of ACKS: "Sages and other characters proficient in Magical Engineering or Loremastery can identify common or famous magical items simply through their knowledge of such things. Potions may be identified by sipping them, or by consulting an alchemist. Otherwise, an arcane spellcaster of 9th level or greater can identiy a magic item using Magic Research."
p117: "Spell research can identify a magic item. It takes 1,000gp and two weeks to identify a magic item, and a magic research throw is required. Note that potions and common magical items can be quickly identified with the Alchemy and Magical Engineering proficiencies.
Proving a negative is impossible, of course, but I'm fairly confident that there are no general guidelines for creating magical items with triggers other than the main four from the question:
- Spell completion
- Spell trigger
- Command word
- Use activated
... plus continuous items.
However, the Contingency spell would probably be useful for the "when X happens, do Y" items.
For pricing such items, the only real rule is to find an existing item of similar power and price your item similarly. The Item Creation Rules have guidelines, and there's some evidence that an item that requires the "right" slot to duplicate a feat costs around 5k (eg., the Gloves of Arrow Snatching, which allow use of the Snatch Arrow feat twice per day), but the rule is to price it based on similarly-powerful items.
I would specifically recommend asking whether a generic character would buy the new item instead of a +X weapon, armor/shield, Stat item, or cloak of resistance: if a generic character is definitely going to buy the item instead of a +2 shield, the price should be higher than the 4k a +2 shield would cost; if it's a toss-up between the new item and a +1 weapon, a price of around 2k is probably about right. This is difficult, especially for new GMs or items that are highly situational (eg., the "self-destruct if a person is too far away from an item" item) or setting-dependent (eg., the auto-healer if divine magic is rare in "this" world).
In my experience, it's generally been best to err slightly on the side of making the item too expensive, then adding some extra treasure if need be.
Remember, too, that "Activating a magic item is a standard action unless the item description indicates otherwise." (Using Magic Items) The rules don't preclude magic items that can be activated as move/swift/free actions, they just don't provide much in the way of guidelines for making them.
That said, it's entirely possible to build most of the items in the question's list using just the Big 5 triggers:
- Self-destruct device if a person forgets some important item somewhere
- continuous item using Alarm and/or Scrying as a base requirement, plus a sufficiently powerful boom-ey spell
- Magical flashlight
- use activated or command word item based on several of the Evocation (light) spells, eg., light
- Booby-trapped bags of holding
- again, adding Alarm to the base requirements could serve to trigger the booby trap, as could simply calling it a variant Bag of Devouring
- Device that casts True Sight on owner when near evil-aligned characters, or perhaps Hide Alignment near good-aligned characters
- again, a continuous item with Alarm and the appropriate Detect spell (eg., Detect Evil)
- A crossbow that automatically fires a bolt when [given target] is in its cross hairs
- this is a reasonable interpretation for how True Strike works; an item that allows the wielder to use True Strike with a single attack from a weapon could be said to do this; similarly, Haste grants an extra attack in some situations...
- Necklace that casts a buff when its owner falls prone
- a constant item with Contingency as part of the creation process could probably do this
- Automatic potion-imbibing devices when its owner is low on HP.
- again, Contingency could probably be used in creating this
Best Answer
DnDBeyond is probably the best solution
DnDBeyond is WotC's official digital location for rules and material for 5e. However, you must purchase any material that is not part of the Basic Rules/SRD in order to see details from that source. However, it has search functionality that seems to meet your exact needs.
By going to the magic item section and selecting "advanced search" you can do searches by many different parameters. Here is an example search for items that do fire damage.
The search results will show you a list of all items that meet your search criteria regardless of what you have purchased digitally. But you will only be able to see the details of that item if own that digital source. You can actually buy just that item from the source if that is all you are interested in as well.