Shackles of Treachery
Threaten variants have accumulated a whole lineage of riders bolted onto the same skeleton (gain control, untap, haste, swing, give it back), and Act of Treason is the vanilla template every red steal spell since has been measured against. This one costs exactly what Act of Treason does, so the Equipment clause is pure surplus: a strict upgrade at the same rate that spends its extra text pointing squarely at gear. Steal an opposing creature, connect with it, and you destroy a target Equipment attached to it, which matters against the swords and other combat-warping gear that reward stacking attachments on a single threat. Because the trigger fires whenever the borrowed creature deals damage rather than only in combat, this reads less like a pure tempo play than a targeted answer wearing a steal spell's clothes. The tension is that the destruction clause only cashes in against decks actually running Equipment; against a board of naked bodies it collapses back into a straight one-turn theft, with the untap and haste carrying the whole payload. That conditional upside is what keeps the design from being oppressive: the mode you want depends entirely on what your opponent has strapped to the creature you are about to borrow. It is a Threaten built to punish the specific archetype that leans on gear, and it does nothing extra against the archetypes that do not.
