Back to the OP:
'Standard gear' can be kind of limiting. In my experience, players like to shop for themselves or, if they don't want to have to deal with plowing through the Sears Roebuck Catalogue, they like a series of choices so they can get to playing quickly
So... limiting the gear to TL 12 my suggestion is this:
Everyone starts with:
- TL 12 Communicator /Hand Computer with an Agent and TL 12 Encryption
- Clothing appropriate to your Soc, including uniforms if you served in the military, scouts or for a merchant line
- A full month paid accommodations [incl. food] near the starport. This could range from a coffin shop to a nice room at the TAS
- A basic multitool
- Homeworld and Imperial ID with current credit balance
- Up to Cr 10,000 in cash [subtracted from your balance, of course]
If you have Gun 0 or better:
Choice of one:
- Autopistol
- Stunner
- Rifle
- Shotgun
- Weapon includes 100 rounds/charges preloaded in magazines
- These are the standard non-customized version of the weapon
- If weapons are illegal on-world, they are stored at a locker in the starport
If you have Vacc Suit 0 or better:
- TL 10 Vacc Suit with standard fittings
If you have a technical skill [Mechanic, Electronics, etc.] at level 1 or better:
- A tool kit appropriate to the skill
- This includes a TL 12 Medical Kit if appropriate
It seems to me that this covers about 90% starting gear needs. If the players want to customize, they have their muster out pay to do that with. If a veteran of the Imperial military or Scouts musters out with weapons or armor, the equipment comes with the appropriate licenses and validations. 'Licenses' does not imply a concealed carry permit for every world in the Imperium. A license make you the legal authorized owner of said firearm, but you remain subject to local laws.
IMTU, the best rifle a troop musters out with is an ACR or Laser Carbine, the best pistol is a Gauss Pistol or TL 12 Laser Pistol. If someone expresses a preference for a Snub Pistol or Accelerator Rifle, I'm alright with that.