I believe they address this partially in the companion but as a general rule, the equipped trait constitutes the general level of licenses, permits and wavers that the character has managed to acquire as to what gear they can legally own. If they don't have the equipped trait to own the gear, they need to have a good explanation as to why they have it or they are going to have issues.
to use an example in the USA its ok in general for citizens to have pistols, shotguns, and certain types of rifles. having full auto guns, machineguns, or other heavy weapons in most cases is illegal.
on the other hand if you get the proper permits and such you might be able to possess restricted /illegal weapons. also in some cases your job will allow you to have/use weapons that are otherwise illegal, if for instance you are police/swat, or military, and it is "issued" gear where you don't actually own it, but it is assigned to you.
now some jurisdictions might have overriding rules that would consider the weapons illegal anyway, contraband, or other. The only question is what they do about it, for instance do they check it, (kind of like a coat check, or in back to the future III the gun check at the party in the old west town, confiscate it, or other....
one of the better tricks to get around that I saw was in a novel where the main character had a lock box keyed to her retina scans, but was wearing contact lenses that changed her retina patterns for scan purposes that matched her current (false) identity. she also lied to the guy about the case being booby trapped.
things like that, and diplomatic courier containers, on the other hand might allow you to smuggle some things into some jurisdictions.