In GURPS Magic 4e, the "Item" description under Sunbolt (p. 114) says:
Staff or wand; the bolt is fired from the tip of the item. Usable only by mages.
"Usable only by mages" generally means anyone with Magery 0 or more. However, the cost to cast Sunbolt is:
Any amount up to your Magery level per second, for three seconds. The bolt does 1d-1 impaling damage per energy point.
Some other missile spells (e.g. Fireball) are similar.
So it seems that, as written, someone with Magery 0 would not actually be able to put any energy into the spell and therefore couldn't actually use the Sunbolt/Fireball/etc. This feels wrong to me, flavor-wise, but I did find one forum poster who reads it the same way I do (though they point out that an additional Power enchantment on the item could work around the limitation).
I feel comfortable house-ruling that someone with Magery 0 can put one point of energy per turn into such an item, as though they had Magery 1, because that works better for my campaign setting. But I'm wondering if that house rule is actually necessary, or if I'm missing something in the rules that would allow someone with Magery 0 to use missile spell items the way they could most other magic items?