This should work.
Go into Window_EquipRight
Change these lines:
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
to these lines:
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor4)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor4)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor4)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
Then go into Scene_Equip
These lines:
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
to these lines:
@item_window2 = Window_EquipItem.new(@actor, 4)
@item_window3 = Window_EquipItem.new(@actor, 4)
@item_window4 = Window_EquipItem.new(@actor, 4)
@item_window5 = Window_EquipItem.new(@actor, 4)
Just make sure the actors don't have any starting equipment or else it'll look funny.
Also look for these lines in Scene_Equip (near the bottom of the script)
@right_window.refresh
@item_window.refresh
Add these lines directly under them.
@item_window2.refresh if @right_window.index != 1
@item_window3.refresh if @right_window.index != 2
@item_window4.refresh if @right_window.index != 3
@item_window5.refresh if @right_window.index != 4
And that should do it.