So what do folks do for gear lists? In the past, I have gone crazy listing all sorts of techno gear at different tech levels. But it seems like it's easy to over do that.
I personally work on it with my players so I don't have to do everything myself. It's easy to get lost writing out super-detailed gear lists, but I generally find that players will tend to buy the most high-tech entry for a given gear item that they can get. This means I just write out a single list and explain it as, "this is list of the most high-tech gear that you can get on commercial markets. If you find something isn't here, let's talk about it."
One of my latest thoughts is that there would be a reasonable size personal communicator/computer that utilizes a pretty standard communications frequency, and that scout ships and the like would put some small satellites up on planets being explored.
That's eminently reasonable, I think: I do the same thing in my campaign worlds. The ship places the satellites into orbit on the way down, then picks them up when it leaves so they can be re-used multiple times.
And there should be some sort of standard survival kit, and maybe don't try and detail what's in it. Just assume reasonable things if a PC needs something specific.
If you play with players where that kind of thing doesn't happen (and I've seen groups like this), or perhaps the nature of your game is sufficiently top-down that you never get into this level of detail then yes, it's the way to go.
Myself, I find isn't such a good idea. The problem is that "reasonable" is relative. What is reasonable to someone is not reasonable to another. It's a problem when you as a player feel something is reasonable but I as the GM don't feel it's reasonable; suddenly you're stuck somewhere without an item you'd have felt would have been included in the kit. It's my experience at that point, the game stops entirely while the player(s) try and convince me of the utility of some item and why it's reasonable. As you might tell, we like to get into the nitty-gritty of games and describing detailed actions. We also tend to play lower-tech (closer to modern) so we're more likely to have conversations like:
"Wait, so your character is trekking through the Suspiciously-Afghan-Like-Highlands with a Barret .50 caliber sniper rifle, a M4 carbine with a grenade launcher, a USP .40, and a knife. Plus 300 rounds of ammunition for the M4 in 10 magazines and 10 grenades for the grenade launcher (7 HEDP, 2 Smoke, 1 beanbag) and 20 rounds for the .50 (10 rounds of SLAP, 10 rounds of match-grade FMJ), 3 magazines for the pistol. Now you're carrying that injured child from that village and you want to treat her with a survival kit you've been carrying all this time? How are you carrying all this?"
I'd suggest even if you don't go to the trouble of dealing with encumbrance, you should at least have a list of what's in a standard survival kit: What defines survival? Short-term survival (a few days) where you stay near your crashed ship? Or medium-term survival? You might have a number of different survival kits and list out what each contains but sell them as standardized bundles. This way, you can manage expectations of what's in a kit, what kind of tasks it can handle, and what players will need to acquire themselves if they want some capacity the survival kit doesn't have. For instance, could a survival kit treat injury? How far into the realm of injury can the survival kit treat? Radiation poisoning? Snakebites? Broken bones? Infection? Internal bleeding? What kind of shelter does it come with? A "space blanket"? A tent? An aerosol can of spray plastic that you can spray onto local sand, soil, or gravel to make your own shelter half?
For odd items people ask for in "survival kits" in my own experience: A sectional 3m fiberglass pole is mighty useful at odd times (tent poles, rods for a stretcher, fishing pole, teasing a crocodile to get it away from the 'gold medallion with the map to the lost city' that it happens to be lying near, a makeshift pike to cut IED wires from a safe distance, etc.) but most people wouldn't feel that'd be in a survival kit. But how about a digging spade? Being able to dig is pretty useful useful and has many uses in a survival kit (players being players will then ask, "Is the spade useful as a weapon? Germans during the world wars used theirs as weapons by sharpening the edges, while Soviet Spetsnaz used theirs as thrown weapons!"). Meanwhile 50m of rope is so useful as a survival item I doubt I'll ever be able to list all the uses it can be put to.