I’ve only had a limited amount of time to look at the load outs and only had the chance to start a game with one of them.
Load Outs
[details=Food] Good for beginners,
1 Farmers Hoe,
20 Berry baskets,
10 Carrot baskets,
10 Jerky,
10 Gold.
Total gold value using the old load out system, 460.
[/details]
Merchant
Definitely the best load out,
1 Trappers Knife,
1 Footman sword,
1 Herbalist staff,
10 Berry baskets,
20 Gold.
Total gold value from old load out system, 350.
[details=Gold] For people who want to trade.
1 Weavers spindle,
12 Berry baskets,
6 Jerky,
100 Gold.
Total gold value from old load out system, 330.
[/details]
The balance
The trappers knife is an item that requires a mason lvl 3 to make and enables the player to get furs and food. The weaver (that requires just a carpenter lvl 1 to get) can then make defencive combat items giving your footmen more of a fighting chance and in some cases allows a player to have less footmen so they have more hearthlings for other jobs.
This is the only item in any of the starting loadouts that is 1) so hard to get and 2) has such a prefound impact on how the game unfolds.
So there are 2 options really to balance this out,
- remove the trappers knife from the starting load out and balance them all with lower priority items
- come up with more colourful load outs that can match the trappers knife in usefulness
On a side note, 10 and 20 gold for the food and merchant load outs is an almost pointless amount of gold.
My suggestion is to balance out the current loadouts to the trappers knife standard.
My re-balanced load outs
Food
1 Cooks Spoon,
1 Farmers Hoe,
10 Meat Stew,
10 Veggie Stew.
[details=Merchant]
1 Trappers knife,
1 Footman sword,
1 Herbalist staff,
10 berry baskets.[/details]
Gold
500 to 1000 gold,
The gold load out would have the most gold possible before it would be more than the first daily update.
What each early game trades person sells will need to be considered and maybe tweaked to make sure you can gain the same advantage as the other load outs.
Other possible load outs
Cleric
1 Herbalist staff,
1 Clerics Tome,
15 Brightbells,
15 bluebells.
This load out is designed to enable the player to get a cleric almost instantly, allowing the player to need minimal footmen and equipment relying on heals to get though the early game.
Other than that all I can really think of at the moment is an assendancy in the dessert load out and vice-versa i.e. A load of the more scarce resources in each biome.
Sorry for the bad formatting, wrote this on my phone on the way to uni 
edit: reformated!