Here's what the mod aims to do:
(1) Unequip armor from the player if it breaks. All armor types are supported, including shields, tail armor, and multi-slot (cuirass+greaves etc.) armor. (complete)
(2) Replace broken armor with the highest value clothing that is in the player's inventory, if it's the right fit. I.E. a highly enchanted shirt might replace a broken cuirass. (completed, currently testing)
--Robes and other multi-slotted clothing would automatically equip too, if their value is > the value of the best shirt+pant combination, but only when the Greaves are broken and no Cuirass is being worn. If the Cuirass breaks after the Greaves, you only get a shirt and pants. I thought I should limit scenarios where a player puts on a pair of pants then has that replaced by a robe later - I figured most people wouldn't mind if a shirt was replaced by a robe though.
(3) Make the strength of enchantments on armor dependent on the armor's health. For example, a Resist Magic 20% enchanted cuirass might only effectively have Resist Magic 5% when it's about to break. (Similarly, armor with 125% health would get a small boost to their enchantments.)
(4) Do the same thing as (3) but on weapons and staves - either the Soul Gem capacity, or strength of the enchantment, would scale with weapon condition. Opinions?
(5) Make all of the above effective on NPCs too. <--I'm going to need help on this one, it's beyond my current coding capability!
(6) Nerf armor and weapon repairing abilities in the field. In wilderness/dungeons, armor & weapons can only be repaired to 50% (75% if you're an expert or master Armorer). An anvil must be close by to repair to the full amount. This effectively means you can only fully repair while you're in a town.
(7) The Dwemer Forge (Battlehorn Castle) allows repairs to 150% if you're an Expert or Master.
Thoughts?