Yeah from what I've learnt in just over a week. Resistances on gear are important, high life rolls too. If you hold alt you can see which tier the rolls are in. Tier 1 being the best. So a Belt with 70+ Life, Lightning Res, Fire & Cold above 30% with the last 2 prefixes being somewhat decent (or an open prefix to roll whatever) will be worth something nice. Gloves and Helmet can roll some good offensive rolls like Accuracy, Phys/Ele dmg, crit rolls so their also good. if nicely rolled/combined with the defensive stats mentioned.
As for weapons I'm not too sure, high dmg is a good indicator and a wep with rolls that match the rest of the stats ie: a wep with many phys rolls, maybe with some accuracy/crit/bleed that gives high dmg. But phys with ele mixed again I'm not sure if that's good, I think it's bad since you want one or the other unless there's a reason I don't know.
Does anyone want to trade some currency? I have this atm and ideally need some help and don't feel too comfortable using trade just yet. Trying to increase my exalts and buy a belt/gloves/chest.
Sorry for the wall of text reply, some points might be useful to those who are new.
Your resistances should be one of your top priorities when gearing up, hitting all the caps (minus Chaos) is pretty much a must. Even being a few points under the cap can have pretty nasty consequences, the calculation is actually pretty simple:
Damage * (1 - capped resistance value) = Actual damage taken
So say an enemy attack deals 10,000 damage of a given element and you are at the res cap of 75% it would be:
10,000 * (1-0.75)
or
10,000 * 0.25 = 2,500 Actual damage taken
Dropping down to 70% resistance would be:
10,000 * 0.30 = 3,000 Actual damage taken
So skimping on that 5% resist to hit your cap actually means that you are taking around 20% more damage than if you were capped (So 1% resistance is around 4% more damage taken). Against some of the heavier hitting enemies and bosses this can be the difference of being taken out in one or two shots, especially when they have some form of elemental penetration. It's also why mobs in maps that have the -x% to maximum elemental resists roll(especially coupled with 'deals x% of phys damage as extra elemental damage') can suddenly seem to hit like trucks and wipe you out so suddenly.
This swings both ways too, just by having a couple of extra % to your max resistances can mitigate a decent chunk of the damage.
In terms of the weapon rolls you are pretty much on the right track, you want to be focusing on matching rolls to the damage type that your skill deals, as well as what you've built for in your tree, anything outside those parameters usually isn't being increased all that much and is essentially pointless. A handy way to see this is to hover over the skill on your hot bar, it will usually give you a breakdown of what damage is being added/dealt. For example, focusing on an all Phys damage Cyclone build, but using a weapon that has a bit of extra fire damage might show as dealing several thousand Phys damage per hit, with a 100 hundred extra fire damage, nothing in the grand scheme of things when that weapon roll could have been something Phys related, or even attack speed etc.
This is why some of the crafts that you can get in Harvest are actually very sought after and command a good fee if you sell the service, the add/remove remove Phys, Chaos, fire, cold and lightning modifiers are good examples that can make some really powerful, focused crafted weapons.
Some skills do scale differently to others though, they might benefit from having a higher level rather than the actual support gems/weapon rolls. Sometimes even a mixture which might make the weapon setup look pretty different. My Bane setup for example is all about getting as many additional levels to the skill gem as possible:
There's not much in the way of Chaos damage on there, but with an Empower support this actually boosts my Bane to level 29 (Bane level 21 I think deals around 1000 base damage per second rather than the 2513 I'm now getting):
This results in a massive damage boost for me, far above what going for increased Chaos damage rolls on the weapon would give:
With a normal increased Chaos Damage bow
With my crafted +levels to gems bow
Most build guides will usually give a good breakdown of what the best in slot weapon/gear rolls are, they might not seem like much when you miss 1 roll on each piece of gear, but when you start adding them all up they can make a huge difference.