With all due respect, I think you might be being a bit grognardy about the idea of thieves having equipment!
Here’s the current equipment. Comments about each.
EQUIPMENT THAT IS TOO FIDDLY*******************
Armament Blackener: A sealing caulk which, when applied to weapons or armor, permanently darkens their material. Blackened weapons and armor can be ignored when hiding in shadows for purposes of the encumbrance and thievery rules (see the Adventuring chapter, p. XX). A pint of armament blackener will blacken 4 stone worth of weapons and armor. Cost: 10gp.
APM: The encumbrance from items is too small to bother tracking. Delete.
Armament Oil: Lubricating oil which quiets the creaking and squeaking of leather armor, scabbards, and other metal and leather gear. Oiled armor and weapons can be ignored when moving silently for the purposes of the encumbrance and thievery rules (see the Adventuring chapter, p. XX). A pint of armament oil will keep 4 stone worth of armor and weapons oiled for one week. Cost: 2gp.
APM: Any self-respecting thief will oil his armor regularly. The rule of subtracting from encumbrance is annoying. Delete.
Rope, Knotted Climbing: A rope of silk or hemp, carefully knotted at arm length intervals to aid in easy climbing. Any character may climb a knotted climbing rope with a proficiency throw of 2+, adjusted by the better of the character’s Strength or Dexterity modifier. Cost: 2gp.
APM: Adventuring proficiency should cover knowing how to knot rope. Delete.
EQUIPMENT THAT MAKES GOOD SENSE*****************
Ear Trumpet: A funnel-shaped tube of silver, wood, shell, or horn that, when placed in its wearer’s ear canal, raises the apparent volume of sound. A character using an ear trumpet gains a +2 bonus to proficiency throws to hear noise. The bonus does not apply to hijinks. Cost: 15gp.
APM: The technology to create such items existed in the Middle Ages. The utility is real. The idea of having rot grubs crawl up these delights me.
Padded Shoes: A pair of soft-heeled shoes with padding designed to dampen the sound of walking. A character wearing padded shoes gains a +2 bonus to proficiency throws to move silently. Padded shoes cannot be worn with armor heavier than leather. They are destroyed if the character is immersed in water or damaged by fire. Cost: 15gp.
APM: The technology to create such items existed in the Middle Ages. They were widely used by historical ninja. Yes, all thieves would use them–that’s the point, to give thieves a buff. But it creates interest because its possible for the thief to be deprived of them. It’s a buff that doesn’t stack with elven boots. And the idea that equipment is annoying track makes no sense to me. All fighters use swords, but we don’t say that swords are too annoying to track. All archers use arrows, but we don’t say that arrows are too annoying to track. Moreover, this also gives characters in swords-and-sorcery games a reason to occasionally not wear plate armor, because it gives them at least a chance of hiding and sneaking (especially when combined with the low-encumbrance rules).
Thieves’ Garb: A suit of clothing, including hooded cloak, tunic, leggings, gloves, and scarf, woven in a camouflaging color. Thieves’ garb is available in different colors for use in various environments – brown for hills/mountains, green for forest/jungle, grey for settlements, white for tundra, etc. When wearing thieves’ garb appropriate to the environment, a character gains a +2 bonus to any proficiency throws to hide in shadows, avoid being spotted, and evade in the wilderness. Characters wearing thieves’ garb can always hide in shadows or avoid being spotted with a throw of at least 18+. Thieves’ garb imposes a -2 penalty when its camouflage color is inappropriate to the environment (e.g. white garb in the jungle). The bonus and penalty do not apply to hijinks. Thieves’ garb can be worn over leather armor, but not heavier types. Cost: 25gp.
APM: As above, the technology to create such gear existed in the Middle Ages. It was widely used by historical ninja. Moreover, this also gives characters in swords-and-sorcery games a reason to occasionally not wear plate armor, because it gives them at least a chance of hiding and sneaking (especially when combined with the low-encumbrance rules).
MASTERWORK EQUIPMENT***********
Thieves’ Tools, Superior: Superior thieves’ tools grant a +2 bonus to proficiency throws to open locks and remove traps. If the thief rolls a natural 1 while attempting to pick a lock, the tools may make a saving throw versus Death (at 1/2 thief’s level of experience) to resist breaking (see the Adventuring chapter, p. XX). The bonus does not apply to hijinks. Cost: 200gp.
Thieves’ Tools, Masterwork: Masterwork thieves’ tools grant a +4 to proficiency throws to open locks and remove traps. If the thief rolls a natural 1 while attempting to pick a lock, the tools may make a saving throw versus Death (at the thief’s level) to resist breaking (see the Adventuring chapter, p. XX). The bonus does not apply to hijinks. Cost: 1,600gp.
APM: This equipment is merely the application of my rules (also posted on these forums) for masterwork swords. Frankly, if we think it’s reasonable to track and offer masterwork swords for fighters, I don’t understand why masterwork thieves’ tools for thieves are too fiddly.