What has been mentioned:
1. Body "armor", doesn't have to Level III vests, but as mentioned Motorcycle Leathers or the like. Maybe not all the time, but definitely if you are "going outside the wire."
2. Everyone should have a Pike/Staff/Halbard. Seriously, Closet Rods sharpened to a point, Broomsticks, Tool Handles, tree limbs, etc. You don't even need to put a metal (or stone) point on it. Just give it to a pre-teen/teenaged boy and tell them to "whittle". All they make is sharpened sticks. Seriously Thag (rest his
Far Side soul) and Ugg figure out how to kill Wooly Mammoths with nothing but sharp sticks.
3. Crossbows/Bows and Arrows. Again, I'll point to Thag and Ugg. Yes, the head is a small target, but with practice (and some instruction from Daryl) most folks could become proficient. Handy when out Patrolling/Scavenging.
4. Wandering around outside the wire in condition "Fabulous !!!" It's not even White, they move around like they are the participants in an anything goes Gay Pride parade. No Light and Noise discipline. No Situational Awareness. "Let's go into town and have some drinks at the local bar. We don't need anyone to watch the door!!"
5. Rick as leader. I would have headed out from this group a while back. But, after having runs various orgs, I do find a lot of people are absolutely terrified to make even the smallest decisions, so a bunch of folks that are scared beyond reason I can see. But he seriously sucks. He doesn't seek input, advice, wisdom or guidance from anyone in the group (or those he meets). He's probably the group's worst enemy when it comes to bringing in new members, as there is strength in numbers. Yes, the show seems to be focused on "The Group" vs the rest of humanity with the Walkers thrown in just to make things worse. But do you really think that should we get a Zom-Poc-A-Lips, that most folks aren't really going to try to work together to survive. Yes, you be get some aholes like the Governor (but holy *expletive deleted*it, I would want as many military folks inside my wire as I could find) But I would bet that most are looking to re-build and not destroy. So I find those characters a bit of a stretch.
6. Organization. No LP/OPs, no watch schedule, no planning, nothing. Everything is done by the seat of the pants. I can understand that at first, it's chaos, you're trying to survive and figure it out. But, by this point you know what's what. You know what the walkers are and how to attract/repel/destroy them. You should have a strong defensive position. You should have been able to scavenge lots of canned food, weapons and other needed supplies to live somewhat "comfortably". You should be growing your own food, and supplementing with fresh meat from hunting/animal husbandry along with gathering "wild" fruits.
By now you should be going on the offensive to reduce their numbers in your area and/or getting them to leave your area. Along with searching for other pockets of survivors. There's none of this. And yes, the quarry, once re-inforced, would have been a great spot to draw them in and reduce the zombie numbers. (Leave a number in to draw more...Have a monthly zombie shoot where folks use long guns from the rim above the quarry to "reduce the herd". Noise of shooting along with several zombies still making zombie noise draws more in. Rinse, wring, repeat.)
7. And yes if there were APS advisers the show would become quite boring. Secure base (with work to continue to repair/improve defenses), guard mounts and duty rosters, everyone having roles and responsibilities to/for the group (cooking, growing hunting for food, standing guard, etc.) along with specialized groups that in addition to their everyday day duties will occasionally patrol outside the wire with zombie-proofed uniforms to obtain intelligence about zombie movements/locations, obtain/search for supplies and/or attempt to make contact with other groups of survivors. With detailed debriefs upon their return. Yep, pretty boring, pretty quick.