Every once in a while I'll get the urge to write about how I would outfit a team. So here is how I would do it, if I were Daddy Warbucks and could afford to set up my own arms room. If I had to design a squad it would be a 12 man team, 2 "fire teams" and one "HQ" Team which includes a 2 man sniper team and the Squad Leader and RTO.
Basic Rifle (10 total). AR-15. Choices, S&W M&P-15, Optics, Burris AR-332 prismatic sight with BDC reticle. Total package under 1,100 US at this time (if you can get them on sale). Alternative to the 3x BDC site is an operator choice of Red Dot, but nothing less than a Vector and I'd prefer an Aimpoint.
Pistol, 12 total. Glock, Springfield XD, or S&W M&P 9mm's. No modifications. Low end 340 US.
SDM Rifle (one per fire team). AR-15. Choices. Armalite National Match A4 or Rock River National Match A4. Optic, Leupold Mark AR 3-9x40 with BDC turret and mildot reticle. Total package cost 1,500 US (can be had for less).
Sniper Rifle, bolt action, 1 total. Savage 10 (any variant in 308 Win) or Remington. Optic, Weaver 3-10x40 Tactical. Package can be had for 1,200 or less. You can find used rifles for a lot less.
Sniper Rifle, semi automatic 1 total. DPMS LR-10 Varmint. The 24" barrel makes this a better choice than a Knights SR-25.
Sniper Rifle, Anti-Material (1 total, mission dependent). 50 Caliber upper for an AR and deal with the bruised shoulder. 1,600 from Zel Manufacturing. Armalite AR50 as an alternate. Barrett M82A1 if funds don't run out.
Laser Range finder, 3 total: Bushnell 1500. Spotting Scope, 1 total: Leupold Gold Ring with mil reticle. Binoculars, 4 total: Weems and Plath 7x28 Apaches.
Ammunition: For the AR's Mk318 equivalent 210 rounds per man, and Mk262 equivalent for SDMs, 210 rounds per man. For Sniper rifles, Mk316 equivalent for 308 150 rounds per man. For 50 cal, API and 750gr AMAX loads, mission dependent.
Radios, 128bit encrypted Motorola handhelds, at least until I could figure out how to get some Harris spread spectrum tactical radios. Military/Government grade encryption is a huge tactical asset. 1 radio per man is the optimum.
Night vision: PVS-14. 12 total.
Body armor, molle plate carrier with level 4A plates. Molle pouches for magazines, radio, and first aid kit, set up user dependent. Helmet: ACH, or other kevlar ballistic dome cover that can accept a rino mount for the NODs. Eye protection: user preference. Gloves, user preference (I prefer Hatch myself). Boots, operator dependent (Belleville 390s for me). Uniform, multicam in the old BDU style, screw velcro. Rucksack, large ALICE (I don't have enough experience under other frames to have an informed opinion on what is the latest and greatest in rucksacks). Knee and elbow pads, user preference. Compass, gps, user prefference (a map compass is good for planning, an engineering compass better for land navigation).
As you can see, this gets expensive very quickly, and the bare minimum needed to stay trained as an effective team is a solid weekend a month as a team. This isn't "get together and qualify on weapons" time, this is everybody showing up, getting a mission brief, then conducting multi-echelon training (individual tasks, buddy tasks, team tasks, squad tasks) that covers land navigation, individual movement techniques, fire and maneuver, an ambush, a raid, a recon, demolition, and a break contact with first aid, tactical comms, patrol base ops and mission planning included.
And this doesn't cover the "staff work" that supports this squad, such as intelligence production, mission deconfliction/FRAGO production, logistic resupply and support, medical support, and the rest of the "staff work" that makes this squad successful in a fluid tactical environment. A good C2 and logistics node is an art form all to itself. There may be little glory on an SFOD-B, or the HQ platoon for an Infantry Company, but keeping people fed, in bullets, and bandaged up is a demanding job, and one that stays "high intensity" even if the battle isn't. The loggies, planners, and intel geeks are always working (or should be).