To be serious about this for a moment, I think this is a result of the over-specialization of everything in DDA, probably as a result of too many cooks wanting to add an ingredient to the soup. Is there really a functional difference between panties, boxer shorts, underwear, and compression shorts? Or between a compression vest, undershirt, and bra? We don’t need 20 types of undergarments any more than we need 20 types of ammunition, 20 types of handgun, and 20 types of beer. If you want to have flavour descriptions (each can of “beer” being described as Belgian ale or pilsener or whatever in the flavour text), that’s one thing, but the game treats each item as unique. Why don’t we have a single “undergarment” item, and then add a bra, boxer, etc. description as necessary? Why do we need more than “small calibre revolver/semi-auto pistol” and “heavy calibre revolver/semi-auto pistol”?
The problem is, you’ve got specialized items without reason or rhyme. Why do we have a camisole but not a peignoir? Why do we have 50 different types of ammo, but only a single type of construction boot – where the difference between steel-toe and steel-shank really does make a functional difference?
There needs to be a single vision for level of detail and specialization across the whole game. (I used to administrate what was once the largest MUD in existence, and it was a constant battle trying to keep coders from adding more and more weapon types, each with its own unique weapon skill. Is there really a functional difference between a tulwar, a scimitar, a shortsword, a falchion, a sai, and a gladius? The problem isn’t unique to DDA.)