The costs for Conventional Infantry are laid out on page 282 of Tech Manual. TacOps has alternate armor (which I pretty much always use), but I have yet to find a "rules as written" (RAW) way to calculate it.
If you use the TAR+, be aware their damage is limited to 0.60 when used as primary weapons by the latest errata to Tech Manual, but they gain the Heavy Burst Special. Throwing two Suns Killers into each squad would extend the reach of that platoon out to 5/10/15 TW hex range (still with the Heavy Burst Special). The cost for that model in a 30-trooper Foot Platoon (with bog-standard Divisor 1 armor) would be:
24 x 2,000 x SQRT(600) (for the TAR+s) + 6 x 2,000 x SQRT(600) (for the Suns Killers) = 30 x 2,000 x SQRT(600) = 600,000 x SQRT(6) = 1,469,694 C-Bills.
Such a platoon would do: 24 x 0.60 + 6 x 0.35 = 16.5 damage, rounded to 17 points per platoon at 5/10/15 range with the Heavy Burst Special. If you use Squad Deployment (from TacOps), the do 8 x 0.60 + 2 x 0.35 = 4.8 + 0.7 = 5.5, which rounds to 6 points per squad.
Now, for Divisor 2 armor, you have a few options. Surplus OG Lyran of Davion Armor Jackets will get you there, as will Ballistic Plate Vests (NOT Suits... Suits are encumbering... vests aren't, nor are any of the other options I lay out here) and Tanker Smocks (which my "More Taurian Than Taurians" Lothians use with a heater instead of a cooling system). I generally just add the unit cost of those to each trooper and call it good in the absence of any other guidance from TPTB.