It would be nice to see the general public of Stormreach sporting new outfits. The best way to do this would be to allow players to enhance some unpopular armors to make them a viable option. Here are a couple suggestions to make this happen.
1. Create recipes that can only be used on randomly generated armors. Effects such as elemental absorption, skill boosters (command, persuasion, shadow etc), fearsome, deathblock, heavy fort, clickies of shield etc.
2. Create recipes for specific types of armors for flavor and balance issues.
First lets discuss suggestion number 1.
For balancing issues I would recommend one of two options for Turbine.
1. The easy thing to do would be to allow just one effect to be on an armor at any given time. Boring.
2. The more complicated option would be to group the affects into categories so that you could have more then one affect on an armor. I will further break this down with two models.
A. Simply create 2 or more categories of affects and only allow one affect of each category on an armor at anygiven time. The purpose of categories is so you don't have too many affects that are too powerful on one armor...like Turbine has done with the runes on DT.
B. Rate the affects with a number. Stronger effects have a rating of 3 points(something like GFL or SFL) and the weakest effect has a rating of 1 point (something like Shadow or move silently +10). All armors can be upgraded with effects that add up to a certian number of points...let's say 4 points. This means you can put four level 1 affects on that armor OR two level 2 affects OR one level 3 affect and one level 1 affect etc.
Now lets further discuss number 2, specific armor type affects.
Some armors in Stormreach are so undesirable (b/c they are inferior) that no one will wear them (scale, hide, splintmail, etc.). For these extremely unpopular armors I suggest one of two things.
1. Better affects for these armors (the same recipe that gives mithral fullplate GFL gives splintmail SFL for example).
2. If model A is utilized then for these more undesirable armors two affects of the same category would be allowed on the armor. If model B is utilized then the maximum number of enhancements allowance will be higher (an allowance of 5 points instead of the standard 4).
The other reason for the armor specific affects is flavor. Fullplate simply should never have move silently +15 and padded armor shouldn't be able to get adamantine dr-5. Again certian recipes could have different effects on different armors (one recipe could give move silently +5 to full plate but +15 on padded armor or might give command to hide armor but persuasion to breast plate.
Other suggestions.
1. The armor must be bound to character.
2. The ML of the armor goes up with each modification OR for model B the ML goes up accordingly with the number of points spent on the armor.
3. Allow the player to change the way the armor icon looks on his/her toolbar. This should cut down on the "oh no wonder I died I was wearing my haggle robe and not my heavy fort/magic damage reduction robe".
4. Your suggestion.