Yes, yes-yes and NO! You can do all that and it make it very easy for you, and pretty easy for hackers too. XD
Every time a monster dies and drops and item, or you /@get or /@put you get a new .itm file in the LogItemData folder. They each have a long numeric name with an @ symbol in the middle.
When you get a perfect one, copy it to a file like Perf[spec][item].itm in the same folder... next time you want one, you can "/@get @Perf[spec][item]" and you get an exact duplicate of the one you already dropped.
Most of us put a 9mil.itm file in there so we can "/@get @9mil" any time we want another nine-million gold. Somewhere there is an item editor that allows you to create .itm files for any item with absolutely any stat legal or otherwise, but I can't for the life of me find it. I suspect you can use the item distributor to distribute an "@item@number" from an .itm file too, since he seems to work as a non-GM /@get.
Each time you age an item, you get a new .itm file too. Effectively the server destroys the item you gave Morif and creates a new aged version of it to return to you.
So now you can copy that to Perf[spec][item][+age].itm, and then you can /@get that item at that age again.
These files have a unique ID in them, so if you use item IDs to track hackers Cloning items, you will need to change the ID of the one you give a player before you give it to them. They have a checksum in them too... so when you change the UID you will have to run the FixItem tool on the .itm file before you use it. They are not server specific... so you can create them on your test server, and move the item file to your live server as and when you want.
These are all reasons to have a spare, local PC with a server on it that nobody plays that you can boot up and down as you like without affecting players. Most people buy hosting so it's not a problem, they can do it on their PC, or on a VM. You could use a VM, and for the simple reason that that will isolate the two databases and stuff I would recommend that. You can also set the VM CPU priority to be much lower than the true host so that it's running doesn't affect players much. (they shouldn't notice)
When you rent server space, (PT server owners and managers may not be aware) you usually get a VM which is run on a server farm... so you get a Virtual 1, 2 or 4 CPU system which is actually being run on 10s or 100s of PCs. This makes Dedicated Virtual Hosting very very powerful and stable... your single PC is *never* going to compete with that, and I think we are all a little tired of hearing you say "My server is strong" when it has less than 8 cores, doesn't live in a server rack and doesn't have a dedicated backbone connection to the internet as most Virtual Dedis run by other PT servers do. Let alone the fact that it is also "Your PC", so you cannot do something on "your PC" without it affecting your server. XD
You can do that... that's your choice, and it's fine. But it's not a "strong server", it's a pain in the arse, expensive and ineffective way of working.
The way Virtual Hosting works is that if your server (the VM in the farm that you are renting) is requiring more CPU time, it get's a greater share of the 100s of CPUs hosting it, if your server is crashed and idling, they give that CPU time to someone else who is processing more. They never list CPU speed, and anything you test is a virtual result... so you can CPU test and be told you have 2 core 2.5GHz processor, then run a Benchmark and find you can achieve 10 times that processing power, or only half that much depending on what other renters are using at the time... and if you keep running pointless benchmarks your host will probably tick you off for wasting their other customers CPU cycles. XD