And what if you want to take that katana in order to diamond coat it? Or turn it into a fire katana? Why after braving the entire labs or whatever, should the player need to produce some other superior melee weapon to trade them for a moment in order to improve it?
It is reasonable and realistic for a wasteland character to convince another to do these things, but once again, they are too many. It’s better to abstract out and handle it with inventory management than try to hard-code every one out of hundreds of possible things you could convince another human being to do.
if you’re all that hard set on negating the one unrealistic option of stripping an NPC after meeting them, which any player that doesn’t want to do that in their single player game can decide not to, you might be able to do it with a credit system.
Actions beget trust, trust you can expend on taking items away and giving commands they don’t want to follow, and give back by giving items, feeding them, protecting them, providing shelter, doing quests, etc.
A starting relationship might only be enough to convince them to use another weapon or armor without taking what they have away, might convince them to hold their ground, but once the going gets too hot they’ll flee.
One much further in could afford to take away their shiny weapon and replace it, or order much more dangerous commands. Presumably, if you’ve invested that much time on the NPC, then you want to keep them around, and the orders and items you’re giving them or taking away are truly for their own good.