I would like to make a couple of additional notes:
BELT: If you have a good tank as well as all your enmity- abilities. You shouldnt have an enmity issue. It is this reason I go with a triple melded MP raptorskin belt (MP+100ish) over the enmity- belt. This also means more MP per tick MP regeneration. Manathirst IV materia is cheap as hell, it will take quite a few tries to get a triple meld but it is still affordable.
FEET: Double melded Hell's Fist Spruce pattens are your goal here. Use AF feet until you get them. Double (even 2x IIIs) will always be better than your AF feet whether casting fire or thunder.
Head: You def want INT melded here. Use a felt cav hat or a felt hat of intellegence. The felt hat of int has 1 more INT and looks a lot better BUT I still perfer my felt cav hat because my monk can wear it. There are 3 realistic melding options... III>III ; III>IV ; IV>IV & III>III>IV.... I would go for a III>IV at minimum.
WEAPON: : You want 2 weapons. 1 for boss/thunder fights and another for dungeon raids. For the dungeon raids (using fire) you want an AMP weapon. For this I find it best to just use the Sergeant's Crudgel (AMP+60 with sanction). For your other main weapon you want to meld INT onto an electrum scepter (+1 helps). Same melding options as the hat, get as much as you can though!
NECK: For dungeons use Rubellite Choker +1 to boost your fire and use Mage's Choker for thunder/boss fights. Spinel Choker+1 should never really be used unless your casting thunders on lower evasion mobs. You have to remember that AMP & LAMP will not add damage to thundara, only thunder... so the added magic accuracy from Mage's Choker will usually take your damage higher than the Spinel Choker on higher evasion mobs.
BODY Militia Robe unless your a flamer
Most of the other stuff is pretty common sense or has been touched on above.