Hmmm.
14th level Ftr/Wiz/Eldritch Knight/Spellsword
+1 wounding adamantine guisarme, +1 ghost touch undead bane longsword, +1 silvered light flail, masterwork mty [+2] composite longbow (need to replace this with a +4 bow now that I've boosted my strength) with silver, cold iron, and adamantine arrows, masterwork kukri, dagger
Not generally carried: masterwork silvered darkwood hafted glaive, masterwork cold iron guisarme
10th level cleric: +1 greatsword, mwk light crossbow, silvered spiked gauntlet, cold iron locking spiked gauntlet, dagger.
7th level ranger/rogue cohort: +1 rapier, masterwork throwing axe, dagger, mwk mty [+1] composite longbow with silver and cold iron arrows, Sacred Scabbard.
5th level halfling fighter/cleric/monk: masterwork silvered longsword, masterwork cold iron longsword, masterwork kukri, spiked gauntlet, masterwork shuriken, +1 darkwood shield, dagger, masterwork cold iron lance, light crossbow, unarmed strike.
When I can afford it, they'll be joined by a +1 adamantine longsword which will eventually be upgraded to whatever I can find (holy, axiomatic, wounding, shock, evil outsider bane, ghost touch, elemental bane, and/or undead bane).
3rd level cleric: mwk light crossbow, club, dagger, cold iron spiked gauntlet.
1st level rogue: longsword, silvered light mace, dagger, cold iron and silver arrows.
7th level fighter/ranger/rogue: mwk cold iron rapier, +2 mighty [+2] composite longbow,
6th level paladin: mwk cold iron lance, morgainian steel (homebrew) halberd, heavy mace, dagger, javalins.
9th level fighter/barbarian: +1 cold iron dwarven waraxe, mwk cold iron armor spikes, mwk mty [+4] composite longbow, mwk silvered spiked gauntlet, mwk cold iron mace.
9th level barbarian/fighter/cleric: +1 Tralian Hammer (2d8/x3 exotic weapon in the Arcanis setting), +1 mighty [+4] composite longbow, Greater masterwork Sarishan steel (Arcanis material--bypasses the DR of bound infernals) longsword, masterwork silvered gladius, greater masterwork gladius, fervidite (another custom Arcanis material--bypasses all materials based DR and has a materials based +1 to hit and damage) dagger.
7th level cleric cohort: Greater masterwork spear, greater masterwork dagger, mwk light crossbow, +1 heavy mace.
My fighter-type characters tend to carry tons of weapons (though the halfling with 75% carrying capacity, and 50% weight items uses, by far, the most weapons in any given battle). With my clerics, the weapons are mostly for show. Only the 10th level cleric regularly uses weapons (the others only use weapons when they're out of spells or don't want to cast spells) and then, depending upon how cheesy I'm feeling, he either finds his greatsword or a quarterstaff with Spikes sufficient for most situations. Since he's not been acting the role of melee damage dealer a lot recently, he can afford to rely on flame strike, spiritual weapon, searing light, etc when that doesn't work.