I think Common token suggestions are a bit difficult without knowing the adventures beforehand - which obviously we don't want to know because SPOILERS!
That said, some general things I've seen in past-year Common tokens that make for a fun set:
* Lots of weapons/armor because people like to fill those spots
* The ability to max 1 aspect of your character at the expense of another - like +hit or +damage at the expense of saves (the ruined and blighted items are good examples)
* Small bits of synergy among items - goblin this + goblin that = bonus on goblin third thing
* Items we'd find on fallen foes - like Viking armor, weapons, or gear that helps them survive cold sea voyages
* Situational tokens that specifically overcome a challenge in specific adventure rooms
For the last one, I'm thinking things like the Gil Leaf that let characters breathe underwater or the Bogling Charm that negated a melee penalty on swampy ground. I found a lot of fun in going "ooh! I have something for this!" when I was playing 10 pack characters.
The other general thought it to keep the Common (and Uncommon) tokens tuned towards the live, in person adventures. Especially the intro ConQuest adventures. I know that token development leads adventure development by some time, so the penalty negation isn't always feasible. But it does make fun experiences
PS:
Hope you can understand that there aren't a lot of specific token text suggestions here. Common tokens fall within a fairly constrained set of bounds. So the bonuses/penalties are pretty locked in.