I've considered these things in detail, and if you're interested still when I get back to this post, I'll toss up some ideas for you to consider. That said, there is something you should keep in mind when making these lists...
Oddments worth 1-barter is quite beneficial in that it's vague. It represents that lighter with a half-thing of lighter fuel, those two toys, and a nice warm quilt. It means that everyone is carrying around lots of crap that could be any number of things. This works because if you say they pillaged that old store, finding some cache of stuff inside, maybe there's a few items that are really worth barter all on their own, like a really warm and well made quilt, or a bottle of old shampoo; but that the rest of the stuff when taken together is still worth something. This type of vaguery is useful for a number of reasons:
1. Less Inventory accounting (It's not fun to be itemizing everything you found and ever will trade away. Honestly, keeping track of every bullet, nicknack, and condom is really stepping away from the barter system and replacing it with a roleplayed out and direct trade-economy. I'll trade you 30 screws and a driver for your bread and cheese. If you do that, drop barter entirely. Just focus on equipment lists and ask yourself, is this a fair trade in the eyes of the npc?)
2. Variable values on many objects. (what's worth 1-barter to someone, might not be worth 1-barter to another guy, the ambiguity allows a generalized, "I've got enough oddments that's its useful to anyone")
3. More realistic. (You have 1-barter worth of condoms.. is that like 50lbs? Enough to trade to people over the course of the month for all your food and shelter needs? That's a LOT of condoms. Keeping track of barter on a specific-macro level means everyone is running across old-caches full of just one thing. Far less likely, far less gritty)
If you accept the above premise, then creating specific barter items actually becomes really easy to make use of. For example: If you're playing a desert and blasted apocalypse, and the only water nearby is control by that hardholder. Maybe that hardholder sells water-tokens worth one barter. You've got enough that you can last yourself a month, if you're okay with always being thirsty and taking sand baths. This is a scarcity defined by the setting, and it limited by capacity. (dont drink the well dry, or everyone will die). Then as you figure some things out, maybe in your world there's a drug that's just plain awesome. And when people open their brain on the drug you give them information related to the WHOLE WORLD rather then just that little scene (or any other interesting narrative function). Maybe doing a dose of this is worth 1-barter too. Hell decide it's a drug grown from a certain plant, whose got that plant? Does that have implications for the characters or the world?
Ask yourself, what thing is most scarce in this world, what thing is most needed, what thing is most wanted. How can I frame that in as "valuable enough to be worth 1-month of living". 1-barter = 1 months survival, worth killing over, a single night with the hottest skinner on earth, etc. That's a lot of condoms, razor blades, tie wraps... There is really big difference between the stuff they might pull out of the ruins and stuff worth 1-barter.
The thing to remember is that you're not giving them an item's list of the stuff they have. They have all kinds of stuff, they've picked it up from all over the place. Most of it's junk, sure, but every now and then you find a particularly good thing buried in the rubble or bartered over at the bar. Oddments are designed to be fluid, you're always finding stuff and trading stuff, it happens like constantly. If they say they wanta razor blade, sure, maybe one of these scrappers has one laying around, maybe they've got a straight knife you could buy and sharpen too. Either way, they're not worth a barter, they're just something he's going out ans trading for. If you wanna make that a scene, then zoom in and deal with the trades that aren't even worth a barter, maybe you'll learn something about the characters involved. If you don't think you will though, then dont bother. If they say they went down there and picked up a razor, as an MC you should be thinking more on the lines of "sure" and barf forth apocalyptica... "We've got these rusted mostly-used razor blades that'll fit your razor, some sprockets, dirt-brown once-white string, and a false tooth, too. If that doesn't float your boat I'll tell you where you might be able to get something that'll suit you, but there's a favor I want In return. ... I want you to tell Lordie over there that's she the finest girl I've ever done saw, and then ask her if she'd consider sitting down and drinking with me sometime. ... You will? Great, when you get back I'll tell you where to find a real-straight razor in this rust-pile."
Finally, if you want to have a smaller-scale barter system, consider making a barter 1-week's survival and shelter in a place. Then up the price on the barter system and rewards are appropriate to the established realism of your particular apocalypse.
Edit:
Since I picked on Condoms a bunch of times here, I felt it was necessary to give an example apocalypse where a condom or strip there of might actually be worth a barter. We live in a world where every time a male bumps uglies, the woman always gets pregnant and sometimes she won't die giving birth. (maybe its sometimes it's actually human, or sometimes it wont poison her from the inside) Whatever the cause may be, she's keeping her knees locked unless their's a doctor around to look after her during the whole affair. In these days... when if you want to get lucky you have to settle down with one chick and pay with everything you got to get that angel to watch over her for months... These days, people will kill to get a good strip of condoms for a night of real fun.
I should mention in the above Apoc, with a strong sexual focus, and a sexual scarcity... it'll also not be a game for those overly sensitive to these issues and the social dynamics (or destruction thereof). Do not approach before talking it out with your entire group and making sure you're not playing with or nearby minors.