Introduction to the system
Alright, so the issue with clothing and other equipment currently is the fact that if the developers add certain stats to certain items, everyone will most likely be wearing the same set of garments. However, if no stats are added, all clothing is essentially "the same". So I came up with an idea:
Add a new item category called "Badges", found and crafted under the Clothes, Equipment & Weapons tab in it's own neat subcategory, or found and foraged through various actions. These can be added to a piece of equipment, increasing the player's stats according to what the badge gives, much like runes and gems worked in the Diablo series. Each item has one socket for placing a badge in, and pants, jackets, shirts and so on each have a unique set of badges tied to them, to ensure one doesn't just use the same badge in every piece of equipment available.
An alternative way to do this is to only allow one of each badge to be worn by the player at the same time. I will leave this up to the readers to discuss and suggest what they find the best idea, but for now I will use the first system I suggested.
The differences between foraged, found and crafted badges
Foraged & Found Badges
While giving much larger buffs, foraged and found badges only last for a limited time. The timer for the item is started once you tie it to a piece of equipment. The timer does not stop while offline, and it the badge will break if one removes it from the equipment it is tied to. This is to ensure people do not just log in on an alt farmer account (or their main account) and uses minimal time online to use the smallest amount of time on the time-limited badge. This will hopefully make people actually save the high-boosting, time-limited badges for special occasions, rather than using them all the time because they're superior to crafted badges, because...
Crafted Badges
While giving much smaller buffs than the foraged and found badges, the crafted badges last forever. They can be crafted from various materials once you have the required skills to make them. Unlike foraged badges, crafted badges can be removed from their slot and placed in there again as many times as you'd like. Both types of badges can (hopefully needless to say) be traded freely between players, maybe the stalls at Boston could even sell some unique ones?
Explanation on what buffs badges give
Badges buff your proficiencies, but cannot be used to directly increase your proficiencies to buy skills you do not currently have the requirements to learn. Thus, because not all proficiencies actually have a practical use besides learning skills yet, the full extent of the usefulness of badges is yet to be revealed till the developers add a use to all of the proficiencies.
A few different badge ideas:
(Note: these are purely for giving an idea on what numbers I imagine these "badges" would give.)
(Note 2: I added some proficiencies that currently don't have a use on their own, but keep in mind that these are purely suggestions on what badges could look like.)
Iron Cross Pin
Worn: Shirt.
Needs: Blacksmithing.
Time: Crafted; unlimited.
Requires: 1x Iron Bar.
Proficiency Buff: +300 Faith & Wisdom, +100 Law & Lore.
Blood-Red Sunflower
Worn: Head.
Needs: Gardening.
Time: Found; 15 minutes.
Requires: Rare find when picking sunflowers.
Proficiency Buff: +1200 Stocks & Cultivars, +800 Sugar & Spice.
End
So that's my idea. I hope it is a system that could actually be used. Feel free to discuss and criticize.