You mean, don't point out how you're contradicting yourself or being a hypocrite? Maybe I'd avoid doing that if you weren't going around acting as if your preference is some principled stand on behalf of all gamers.
That's entirely you.
So, again, why is it necessary that character X share the same appearance clothing-wise with character Y? This is what you have yet to address.
I never said it was "necessary".
And no. I have told you. "that a suit of armor changes appearance, takes away the visual identity of that armor".
The reason I bring up - and have brought up - faces repeatedly is that faces are iconic, they're an essential part of how the character looks, but they're purely subjective and players do (often) change them. Just look at all the DA:O mods - tons of new faces for Fenris, Isabella, Morrigan, Anders, etc. Players absolutely want to change how characters look to suit their tastes.
So why are clothes special?
Not "special". Clothes and faces are different things. It's selfevident. Dressing is different from plastic surgery. Changing apparel in a game that features that as a gameplay feature and features clothes as ingame items, is different from modding the game.
So then why aren't you supposed to characters having iconic faces? Why is having two characters share identical-looking clothes special? Why do you need that feature?
I'll read that as "opposed".
I never said "I need" that feature. On the contrary, I repeatedly made statements to the effect that it's the whole game that counts in the end, not details.
But I did say that I do not like that particular design approach to the game. And I don't. But we really have to see this in action first, before discussing what might be mostly imaginary details. And we're going to have to, since the decision was taken long ago. It's not like what we say now is going to affect anything. It might not be a big deal. As has been pointed out, clothes/armor always have had to morph in some way.
You have to keep in mind that you and I are vastly different in some ways, of how we play and enjoy these games. I would, for instance, never take a party of four carefully optimized mages to blast through 'Nightmare' level and then complain it wasn't challenging enough. It's totally alien to me. My way of playing these games orbit around settling into the role and world. Immersion. I make an awful lot of choices from and for roleplay reasons, not combat mechanics reasons, I don't care at all about that. And then I stick to that and make do. I get into troubles and then I learn enough to figure a way, given what I have. My characters have to carve a path as best of abilities. I have no problems creating a challenge for me
My ideal rpg, features realism and realistic characters (sic, yes, "realism" in a game featuring magic bla, bla...). I have no desire in having a nuclear-superpower party facing a constant barrage of "Space Invaders". I don't want returning characters. My ideal party could basically be composed of any NPCs. The main requirement should be if they can somehow be motivated to join. And then this little modest party would have to try to make do. Evolve, complement each other and somehow scratch something. The characters of that party would become powerful by experience, and 'iconic' for me, at the end. But not because they looked uniquely 'cool' and had a unique machinegun crossbow when I recruited them.
What I don't want is something akin to Dynasty Warriors.
These are some reasons why 'iconic' looks rub me the wrong way. It seems like a wrong reason, to develop a wRPG from, as from how I want to see the genre evolve. My ideal is more of a software toy, with straightforward relations between objects of all sorts. So clothes will be just clothes, for instance. One of their attributes being the visual appearance.