What level of detail would you like to see regarding armor, weapons, and other gear? How about the granularity and how should that level of detail figure into combat and skills? Should there be multiple levels? What particulars would you suggest?
Weapons
20 weapons in the Basic Weapon list....with their damage die.
Dagger...........Sling.................Club/Cudgel............Hand/Thrown Axe
St. Sword.......Hand X-bow.....Hammer.................Sickle
Broad Sword...St. Bow...........Staff.......................Spear
Lg. Sword.......Lg. Bow............Mace......................Halberd
2-hd Sword....X-bow...............War Hammer.........Battle Axe
I can't see needing any more than that to get rolling.
Add 20 more on some other optional "Weapon Expansion Module" in the back of the book or something...with, perhaps, some additional (10? more) on an "Exotic Weapons List."
Optional Weapon Rules: Weapons by Damage type (Slash/Pierce/Blunt); Weapons by Size; Weapons by Group ("Simple"/"Light"/"Melee"/"Heavy or "Two-handed"/wutev's wutev's). What/how those work in combat, v. certain armors, Speed and Reach rules, etc. All optional.
Armor
Padded/Furs, Leather, Studded Leather, Scale Mail, Chain Mail, Plate.
Shield.
Optional Armor Expansion: Ring Mail, Banded Mail, Partial/Field Plate
Optional Shield Expansion Module: Buckler, Small, Medium, Large, Tower (with various rules for how many attack[er]s they block or how much it goes toward Defenses or whatever).
Gear
Basic list of 20 items (yer backpack, yer torches, tinderbox, iron spikes, rope, etc. Adventurer's basic "must haves"). Individual Weight and "Average" Price.
10 "Specialty" items: holy symbols, mistletoe, spell components, thieves' tools, etc.
Optional Equipment Expansion list: 20-50 more detailed things for those who want that detail in their campaigns...with their weight and prices.
Optional Gear Rules: Encumbrance.