Scotley said:
What about what wasn't done well by Wizards the first time? How about a Complete Equipment Guide Arms and Equipment was very disappointing to me. I'd like to see a much larger book with enough options to inspire more variety in gear. If I see one more hooded cloak on a character sheet I swear I'll start a campaign with a culture of nudity. Give enough options to get players thinking more creatively about what characters wear and the weapons they use. More importantly, put the weapons and armor from other books all on one chart with the new stuff. Don't make me get out three books to equip a character. How about more stuff from the rest of the world rather than all middle ages europe? How about advice on developing equipment lists to give different areas of the campaign world a different feel?
Scotley
I think I've got just what you're looking for...

Coming in mid-late May.
Goods and Gear: The Ultimate Adventurer's Guide
Whether you're looking for arms or equipment, Goods and Gear is the book for you! This supplement is jam-packed with nearly a thousand different cultural entries for arms and armor, and also includes hundreds of entries for animals, clothing, concoctions, foodstuffs, games, lodging, musical instruments, services, tools, transportation and more! Best of all, Goods and Gear is usable for the Kingdoms of Kalamar, HackMaster, d20, and any other medieval fantasy campaign!
K&C1203 (256-272 pages, hardcover) $34.99
Chapter 1: In the Marketplace introduces you to the topics of bartering, coinage, craftsmanship, taxes, trade and more. Both player and Dungeon Master will certainly find many ideas to incorporate into their own shopping sprees.
Chapter 2: Weaponry provides the reader with information on hundreds of different weapons, plus information on their basic parts and types. You see, while the basic weapons provided by most roleplaying books are enough for many campaigns, they fail to provide any racial or regional flavor. For example, how does a bow crafted by elves, hobgoblins and humans of different regions vary? Is it length, material, game statistics, or a combination of the above? This chapter answers those questions.
Chapter 3: Armor, Shields and Barding gives information on these items, as well as details on various accessories, maintenance and materials.
Chapter 4: Clothing presents clothing for all types of characters, as well as introducing an optional "style point" system that takes into account how the character's clothing affects those he or she interacts with.
Chapter 5: Games and Entertainment provides a detailed list of items commonly used by those with an acting profession, as well as basic entertainment and gambling simulations.
Chapter 6: Musical Instruments includes dozens of such items usable by bards and other characters with a flair for music.
Chapter 7: Tools, Gear and Equipment details various equipment used by many professions, including: academic, arcane, commercial, clerical, engineering, seafaring and thieving.
Chapter 8: Food and Drink details many differing meals and dining customs, as well as lists of foodstuffs (breads, desserts, alcoholic and non-alcoholic drinks, fruits, fish and meats, herbs, and more).
Chapter 9: Concoctions covers many alchemical, herbal and poisonous mixtures, as well as alchemical items. Also included is information on drugs and their effects.
Chapter 10: Personal Goods and Services goes into detail on cosmetics, grooming and hair styles, as well as dozens of Non-Player Characters (NPCs) and the services that they provide, along with statistics for each.
Chapter 11: Animals includes a listing of commonly encountered animals that the player characters are likely to encounter, either in battle or as allies. Also included are price lists and details on related accessories.
Chapter 12: Lodging provides information on buildings, sleeping arrangements, and other related items found in homes and inns through the land.
Chapter 13: Travel and Transportation lists the dangers and costs of travel by land and by sea, as well as detailing the many methods of available transport.