I would not force someone to take a power for equipment. I would, however, see if it makes sense for the character to have said equipment. I've run a session the other week, where a wizard and a focused practitioner started discussing a plan using explosives and what not, and I just looked at them and said "Nice plan, now start thinking like wizards." For a moment they didn't know what I was talking about, but then they got it and used potions instead. It was pretty much the same thing, but it had a different flavor to it. I think that's the important part of how equipment works.
A mundane character that uses poisons will probably have a stunt to produce or get some, he is not able to create them with his body like the venomous power allows you. A bullet proof vest grants you armor, without the toughness powers. A paraglider allows you to fly (well, glide anyway), without the wings power. A lot of things can actually be duplicated by mundane equipment, some creatures just don't need them or won't use them, because it is not their style.
The thing just is, not every character has, and can have, the same equipment, and to me, writing down a list of equipment doesn't change that. A character will have, what is appropriate for the character. A wizard will always have a piece of chalk with him, a thief will always have some lockpicks, a demonhunter will have a gallon of holy water in his truck, and so forth. Different tasks will be easy for one character, because he simply has the equipment, others will have to go out and get the equipment first, and even then they might not be able to use it too well (I wouldn't know where to buy lockpicks, much less how to use them) and just look for another way to solve the problem. OF course, declarations are your friend here as well. Harry and the lockpicks are a good example for that. He had a story about why he might have them and know how to use them, and it was a good one at that.
If it is something that has been purchased especially for one task in mind, then it should stay with that task, unless maybe one of the characters is known to keep everything at hand, just in case. And even then, you can compel a lot out of that.