There are a couple of thoughts in mind.
#1
I don't know when exactly these were added to the game.
Newbie Armor Quests
( I think its 2002, not in Velious, may be Luclin, but was active in PoP era )
The page will list a set of quests that are available for each race and class combination.
Relative easy to get pieces for quest turn ins, from newbie zones. Granted some mobs can be tough, versus solo, but a group? or assisted by a higher level for a little time.
When I played live, "back in the day" I geared up with those.
#2
Tradeskill stuff.
If you're in Luclin, then it has Velious, which means there is the Coldain. The Coldain Insignia Ring, and the Coldain Prayer Shawl.
Granted they can take some time to progress through, and does use tradeskills.
(some love them, some hate them).
Having something in slot on tank, healer, is of benefit, than nothing.
If also think of it as a foundation. When PoP is available for progression, that will give access to the earring quest Aid Grimel.
There is also the cultural armors. No, not so thinking of the 'original' content, but more the revamped that became available in DoN era.
RedMonkey earlier made reference to the
Earring of Solstice. That comes from tradeskills, which as is said can be traded components player to player. Both it, and the Aid Grimel are involved in the much later quest,
The Artisan's Prize.
strategy
If there is some forethought in the characters creation, with a group in mind it can work together.
I refer to the racial, faction
( good / neutral / evil ), how dps of caster / melee is made up etc.
As they will be foundation to the earlier comments of #1 and #2, when working together to achieve goals.
It's like having a book of the future, in which you know the sporting results.
You may be stood in Luclin now, but further expansions will unlock and present opportunities, that if plan for now, and make most of now will have a benefit later.
Regards and Best Wishes