I always thought it was weird you see some people, even corporates, in the same outfit everyday. Sure, there's item bloat but I think the main reasons are as follows.
-Clothes are expensive, and in the mix, you'll definitely lose them.
-Tailoring can be tiring to some players.
-There's limitations on how truly custom something can be, since you can't actually write messaging for a specific person, which defeats the entire point imo.
I posted about this before, but I think two things would be very beneficial if we want people wearing more diverse threads. And before I forget, the argument that people in the mix are too poor to afford more than one is... Not good. Both IC and OOC. People in the mix do have money, and remember, clothes doesn't necessarily mean diamondweave. Depot clothes are a thing. People are buying candy for thousands but can't afford a 100 chyen shirt? Anyway, two changes:
1: Tailored items should be fitted to the PERSON. I had a thread on this before that I'm lazy to find, but essentially, a command with skillcheck to 'fit x' to get someone's measurements. Once you have that, you can write an additional set of messages when tailoring items, @cworn, @cwear, etc, and those would be added to the item to only show when the person you fitted before is wearing it. Yes, yet more messages to write, but it's optional and incredibly freeing in how you can write.
2: Retail clothing should be a much, much bigger thing, and even a coded job. We don't want everyone splurging on custom clothes, unless they're balling. A lot of the playerbase should, theoretically, be wearing retail clothing. But they don't because one, the difference in cost is minimal, so they'll just get custom clothes, and two, there isn't enough variety.
So... One, retail clothes, especially in red and gold, should be SIGNIFICANTLY cheaper. I'm talking like, 50-500 chyen price range. A good like... 80% of the retail clothes out there, I've NEVER seen people wear. Keep one or two stores expensive/elite, but the rest should be way down. Slight exception for clothes with stat buffs.
Two, let players MAKE retail clothing. This should be the coded path for tailors. I know this can already be done in case by case, but it should be mostly automated. Tailor a set of clothes, go to a shop, use some kind of interface or NPC command to hand them in. Staff reviews the items, checks the creator's skills, and decides whether or not to add them to the shop's rotation. Then there's a fancy equation based on units sold, the quality of the items, and the shop they're selling at, which decides on a weekly pay the tailor can go and pick up. Staff can puppet an NPC to announce a new line when they accept one if they feel like it, but otherwise, making sure the line sells is up to the player, all the marketing and networking. After a few months or whatever, staff can review how successful a line was, and make a note regarding that player. If they did well, maybe staff will be receptive to letting them make a line for a better shop for more moneys. If it sold poorly, they'll have to try again and keep at it.
I know it sounds like a lot of work for staff, but it really wouldn't be. Just checking over some clothing items whenever a new line is made and saying yes or no. Basically no more work than requisitions.
So now, tailors don't feel like they have to constantly take custom work and burn out, and they can coast a little off of retail lines. Sure, they'd make more money with custom orders, but I literally see almost every single tailor burn out from constantly writing clothes, even though tailors generally make crazy good money. Now people can have a bunch of outfits, and truly custom clothing for when they want to spend some real money and something that is TRULY made only for them.