Two items that I didn't see (read: I Ctrl+F'd and they didn't come up) are Keepcool Salve and Liquid Sunlight.
Keepcool Salve (Sandstorm 102): 50 gp, Increases your level of heat protection by one and grants a +1 circumstance bonus to Fort saves against damage from hot environs. The item entry doesn't state when the effect would wear off, so by RAW, once you lube yourself (heh), you have the protection forever. I'm not sure how if at all the heat protection stacks, but as it explicitly doesn't give a bonus, but "increases your level of heat protection", my guess would be that it does. If so, an easy 200 gp buys you complete protection from any hot environments short of burning air forever. Neat.
Liquid Sunlight (Complete Scoundrel 110): 20 gp. Now, this thing is pretty bad. It's supposed to be thrown or used as a sling bullet against stuff that's vulnerable to light. What it does to said stuff is nowhere near worth mentioning. The easily overlooked first seven words of the entry, however, are. According to these seven words, it gives off light as a torch at all times. Yes, ladies and gentlemen, this little trinket is essentially a smaller, lighter Everburning Torch, for 18% of the price. Also, an item that is better when you don't use it. Beautiful.
Be careful not to crush them in your pocket, though - I hear sunlight can make some nasty stains.