Equipping Guide: Bastila
Since she can't wear armor at first, you should find a Jedi robe for her as soon as you can. It's a good idea to let her keep her double bladed lightsaber the entire game. As with all lightsabers, this is upgradeable; a good choice is to affix a bondar crystal to her weapon; 10 percent of the time you hit, your enemy makes a low difficulty check save to avoid being stunned for six seconds. This happens relatively often. Remember that all crystals you collect should be shared among the more melee-specific Jedi (Bastila, Juhani, optionally your own character, but not Jolee because he is less of a melee specialist). Also try a damind crystal for Bastila, which gives an excellent increase in damage and attack bonus.
Bastila's face should be covered by a mask of some kind, such as the Verpine headband (this increases her will saving throws). The ultimate headgear is the circlet of Saresh (+5 wisdom against Force powers), and despite being a unique item, it serves bastila well. Place any gauntlet on Bastila that helps her dexterity (thus allowing her to dodge attacks). Belts should help her fortitude; try the cardio-regulator, and later into your adventure, fix her with the adrenaline stimulator (+2 dexterity, +4 all saving throws). Finally, tie shields around her arm slots, as with any other character.
Equipping Guide: Zaalbar
Zaalbar can't wear body armor, so equip him with Brejik's arm band and belt for a +5 resistance to physical damage, and one of the better forearm shields. Concentrate on his melee fighting: Zaalbars weapons should commence with the prototype vibrosword you find on the Endar Spire; it's only slightly better than a regular vibrosword but is upgradeable. When you reach Kashyyyk, seek out Bacca's Ceremonial blade (upgradeable). The best melee weapon for him is Yusani's brand; this is double-bladed, so you get two attacks per round.
Equipping Guide: Carth
Carth starts with his own weapon (Carth's blaster); it's a good starting weapon that becomes more impressive the further you upgrade it. Do not replace this weapon, as it can be made into one of the finest around. Place a second pistol in his other hand; the natural choice is Bendak Staarkiller's Pistol, which is also upgradeable. Carth can wear any armor, but keeping away from melee combat means he doesn't rely completely on movement; try putting him in Mandalorian battle armor.
Carth starts with reasonable dexterity, so don't fit him with armor thats so heavy it negates his dexterity modifier. Instead, put him in Davik's warsuit, or, for a cool look, the Echani battle armor. A great armor find early in the game is the Republic mod armor-and this too is upgradeable. Carth has no access to implants unless you're willing to gain the necessary feats, so concentrate on his regular equipment. Fit him with belts that help his will save bonus, or those that are immune to mind affecting. Choose headgear with will save bonuses and gauntlets with a dexterity bonus.