Warning, incomming houserules that do not really answer OP's question
The end-of-turf-war shenanigans discussed above are the result of the gang rating trying to do two different things at once and failing at both. There should be two separate values: a gang rating (cumulated value of everything the gang owns, including credits, items in the stash and special territories) and a crew rating (cumulated value of all fighters used for the current game).
We did exactly that - we have gang rating and squad rating (although now I prefer name crew rating, since it fits theme of gangs better) separated.
As for wargear:
1). We still use "put away the clippers"... Sorta. You are not allowed to swap model's weapons, but you can swap armour and wargear whenever a model spends XP to gain a stat or a skill. So if a champion lost an eye, he can't immediately swap his weapons. If you allow weapons to be swapped at any time players WILL abuse this and serious injuries will lose most of their impact.
2). We disallow deploying any models without armour or weapons. Who would go into a fight when you got nothing to defend yourself with? This is to prevent anti-thematic naked gangers or juves being used as bullet sponges.
3). we have created "Situational" wargear. It is kept in stash and gets equipped by selected fighters right before the game (gang rating and squad rating increase as a result). Situational wargear examples: gasmasks, photo-goggles, web solvents, strip kit, silencers, grappling hook, grav-chute, etc. Basically everything that has a niche use and is not a directly offensive item. Why should my gang rating be bloated and provide bonus tactics to an enemy if I bought some web solvents against a single Delaque gang, but now I'm fighting against someone without web weapons?