The problem is that you cannot simply modify the KoTN armor in the CS to use the new textures. You'd have to define the new texture in the .nif file, which also contains the model.
If the new texture can use the same normal map, you can still force some dependency by using a same-name texture for the retexture. For instance, Cuirass_blue.dds will use the same normal map as Cuirass.dds. Although it can be subverted, it's one way to have atleast a partial requirement of a DLC or expansion being present.
The reality is that if people REALLY want to have the item, there isn't any real way to prevent it as long as the mesh and texture can be gotten from somewhere. You can claim requirements, you can stick the item in a chest that uses a model from that DLC or expansion, you can put that chest in a cell which exists only in that expansion, but a determined person will still be able to make changes so that they can use it without that DLC or expansion. But, really, when you come down to it, a set of armor, a few statics, even an activator or two is not a substitute for a DLC or expansion. The value of the DLC or expansion lies in the quests, scripting, and all-around setup of that product, and that can't really be duplicated.