1) Make the space between each effect a LOT longer. Maybe 5 turns or even 10. 2) Add in a cost for holding the item. For example, if a Pokemon was holding the item, they would lose 25 or 33 percent of their health when the item takes effect.
7 is good. I swear the school's 75-100 grading scale has ruined peoples perception of things. -MillionGunmannn