I'm still thinking on arming items but without the complications,once you acquire an item,use triggers to do something like...
Event - Unit Acquires an Item
Condition - Item of Type (Sword) equal to Item Carried by (Unit)
Trigger - Create (sword) And Give to (Unit) in Slot 1
Trigger - Remove (Item Carried by (Unit)
its something like that,I don't have my Editor openned,but heres how I do items:
Slot 1:Weapon
Slot 2:Helm,Necklace
Slot 3:Shield,Ring,Weapon
Slot 4:Armor,Cloak
Slot 5:Random Item
Slot 6:Random Item
Try arranging it like that,it might take a TON of triggers but it adds a small bit of flavour to the map.