Dress up opportunities are not part of RPGs, and from an RPG standpoint, yes, it does make sense.
As I have observed a number of times, in various conversations, you appear to meta-game these games, rather than roleplaying them. I'm not saying you're wrong to play the games as you like, but you're clearly missing the concept of playing from the character's point of view, with the character's skills, feelings, and view of the world.
Again, that has nothing to do with roleplay, that's something you do in a simulation game.
One could argue that your version of roleplay is what people do in an action game. In many ways, TES games
are simulation games, though. They provide the opportunity to do in-depth role-play of a character's life, to the point of allowing eating, sleeping, manipulating "clutter" objects, robbing and killing NPCs who have nothing to do with quests, and, yes, dressing in various types of clothing. This is all part of the Bethesda philosophy of "do what you want, go where you want" in these games.
-No I haven't heard of a surcoat
-chainmail is relatively flat, most armors, like Daedric or Dragon armor are several times more bulky
-and again, you are confusing the concepts of an RPG with that of a simulation game.
You've heard of it now. It's worn over armor.
And I'm not confusing anything. It rains and snows in Tamriel. Are you suggesting that we're supposed to ignore the weather, because it's an "RPG" and not a "simulation game"? My character doesn't need to wear a hood when it rains, because it's not a "simulation game"? Why do the developers even bother to put weather in the game, if we're not supposed to take note of it?
You seem to not know the difference between a RPG, like BG, Fallout, NWN, and Skyrim, and a simulation game like the sims, and seem to think that they are the same.
I play those games (except for Skyrim.) They are all different from one another in this regard. Fallout just has "armor"; one slot. (FO3 adds slots, but "armor" is still all one piece, except for the helmet.) BG has like seven different equipment slots, including a cloak that can be worn over armor.
Being able to dress up in different layered clothes has absolutely nothing to do with an RPG, just like getting married, having a farm, and raising kids, are not what RPGs are about, those are features of a life simulation game, like the sims.
RPGs are about using stats, skills, perks, and weapons/armor, to defend yourself from enemies, while overcoming obstacles in ways based on the skills you have.
The removal of armor slots did nothing to the RPG aspect of the game, it lessened the life simulation part of it, but not the RPg part of it.
Very odd logic at work here. The main characteristic of a roleplay game that distinguishes it from other genres is the playing of a role. The more choices presented to the player, the more tools the player has to play that role. In playing a role, you are effectively "stepping into" a character, and acting out the part that the character plays in the world.
Without the "life simulation" stuff, you're just operating an automaton. What you've basically described above, regarding "defending yourself from enemies" and "overcoming obstacles," is a pretty good description of a hack-n-slash action game, but it almost completely eliminates the
character, the whole point of roleplaying, from the picture (except as a repository of "stats.")