Yeah. I’m not gonna disagree with you there, Kevin, writing new attributes for every piece of clothing/armor would be a non-starter. Though there’s nothing saying that everything would do this. The default for bonus coverage and armor would be 0 for everything. As for other examples, bonus armor would also apply to armor that has plates over mail or padding as per the ceremonial armor and Yoroi you can find. Even power armor wouldn’t be hardened in every spot. By bonus protection layers you can create full armor suits with weaknesses but without making them a flat 0 for armor in a non-covered area. Perhaps there’s weak joint sections, typical of most plate armor. Padded workout clothes, steel-toed boots, and any armored clothing with pockets would have, in a sense, patches of “bonus” armor, like the pockets on the front of turnout gear. If you just picture a lot of the clothes in the game, I’m sure you can pick out spots where one area over the total coverage would be stronger or weaker than another.
Granted, I don’t have a problem with abstraction as the game goes right now. I was merely presenting a solution to an issue that someone put forth, as both an earnest suggestion and a mental exercise.