Equipment Guide
In the spirit of these consolidation books, I'm working on an  equipment guide. The compilation is using PFCR, AARM, APG,  UCOM, and UMAG. For equipment descriptions, I'm drawing from  
www.d20pfsrd.com.
I am also assigning Craft skill DC and subtype information  for every item...this has been as much work as the copypasta  I've been doing otherwise. In some cases I am having to  expand on the list of Craft skill subtypes as given in the  PFCR. There are some items which simply do not have a listed  subtype that would be appropriate. With this in mind, most  items have been easy enough to figure out, though there are  several categories of items which have needed special  attention.
(1) Items that are often crafted using different Craft  subtypes (within reason). These subtypes are interchangeable.  Examples:
- flask (blacksmithing or glass)
- bell (bronzesmithing or silversmithing)
- belt pouch (cloth or leather)
- harrow decks (books or painting)
For simplicity, the same Craft DC applies to both subtypes. As well, progress checks made to complete such items  require each subtype to match or exceed 50% of the item's  total for the item to be completed.
(2) Items that need skill checks from two different Craft  subtypes to be completed. With such items, each subtype  contributes a substantial portion of the item's construction.  Such items usually are a combination of components made of  different materials, such as a spyglass (metal and glass) or  a climber's kit (metal and rope).
Examples:
- shaving kit (brewing for the soap and carpentry for the  utensils)
- stretcher (carpentry for the poles and cloth for the  canvas) 
- snowshoes (carpentry for the frame and rope for the  netting)
Often the different subtypes will have different DCs, but for  simplicity both segments take on 50% of the item's total cost  as a measure of progress.
(3) Items that need a Craft skill check plus a Knowledge  check (usually nature or engineering) to complete the item.  The latter is needed to search for the raw materials that  cannot be mundanely manufactured. Examples:
- leeching kit (pottery to make the container and  Knowledge/nature to find the leeches)
- healer's kit (cloth to make the bandages and  Knowledge/nature to collect the herbs)
- thermometer (glass to make the tube and Knowledge/nature to  refine the liquid)
- climber's kit (blacksmithing for the gear and  knowledge/engineering for the know-how)
- sextant (blacksmithing and knowledge/engineering)
Most items that require a Knowledge/engineering check really  ought to include two Craft skill checks in addition to the  Knowledge check. For simplicity I drop the less complex Craft  subtype and keep the Knowledge check.
(4) Similar to #3, items which cannot be mundanely created  with the assumed medieval technology, but have to be mined,  searched for, harvested, etc. The vast majority of such items  are associated with a Knowledge/nature skill check. Examples:
- holly and mistletoe
- magnets
(5) Items that are so simple or easy to find or manufacture  that no specialized skill is normally needed to "create" the  item. Examples:
- firewood
- powder
- torches
- flint and steel
Here is a tentatively complete list of relevant Craft  subtypes I am using. I'd like feedback and suggestions for  modifying or adding to the list as necessary. Of these, I  figure Craft/engineering will draw the most controversy.  There are many items (usually mechanical devices) which  depend on so many different kinds of materials, so it is  difficult to pin just one or two subtypes on the item, so the  solution here is to go with the Craft subtype/s that will  cover the most delicate, expensive, or complex component of  the item. Examples follow for many subtypes, many of them I'm  hoping will show how much leniency I'm giving within each  subtype.
- Alchemy (alchemical items): also alchemist's labs,  alchemist's kits, and portable alchemist's labs.
- Armor
- Baskets
- Blacksmithing (iron and steel objects): drills, chains,  ink/potion vials, manacles, mirrors, lanterns, shovels,  printing presses, whistles
- Books (includes paper, maps, and nonmagical scrolls):  paper, ink, area maps, marked cards, spellbooks, parchment,  rice paper, portrait books, footprint books
- Bows (includes ammunition): grappling arrows
- Brewing (includes wax, oil, and other inedible substances):  candles, oil, stove cans, wax key blanks, sealing wax,  perfume/cologne, soap
- Bronzesmithing: astrolabes and bells
- Calligraphy: tattoos
- Carpentry (includes items made of horn): musical  instruments, 10-foot poles, buckets, ladders, chests, folding  chairs, portable rams
- Cloth (includes canvas, tents, and any non-garb textile):  bedrolls, tents, blankets, canvas, backpacks, earplugs
- Clothing: all outfits, furs, hats, wigs, scarves, cleric's  vestments, disguise kits
- Cooking (includes herbalism and spirit): trail rations and  wandermeal
- Glass: flasks, vials, glass bottles, marbles, hourglasses,  smoked goggles, spyglasses
- Jewelry: poison pill rings, signet rings
- Leather: spell component pouches, waterskins, flotation  devices, backpacks, belt pouches, buoys
- Locks: locks, copy of a key, skeleton key
- Painting: marked cards, fortune-teller's decks, harrow  decks, disguise kits, tattoos
- Pottery (ceramic items): clay jugs, clay mugs/tankards,  clay pitchers, leeching kits, 
- Rope: fishing net, string/twine, weapon cord, snowshoes
- Sculptures
- Ships
- Shoes: cleats
- Silversmithing: bells, silver holy symbols, thuribles
- Stonemasonry: chalk, whetstones, map maker's kits
- Traps: trespasser's boots, bear traps, barbed vests
- Weapons: spear-throwers, butterfly nets, combat scabbards, sawback weapons