I've been saying this in a few other places, but it isn't really specified in a suggestion thread...
What we really need are CASTE-specific clothing types.
As in, we define at the creature level what clothes each body part is capable of equipping.
The problem we have is that if we had a race of, say, intelligent crab people with four arms, one pair of which are giant pincers, the other pair of which are smaller, weaker grasping hands, then, just by the nature of being "arms", you could wear gauntlets or gloves on all those arms.
Even if you completely disallow arm-based clothing in the entity raws, if those crab people become bandits that live near human villages, they will start wearing gloves on their claws as though they were humans.
The same goes for if I mod in my serpent-like naga race - elven bandits in my naga towns will wear "tail warmers" (whose size would take up half the body of an elf) on their feet, and nagas in other towns will start wearing pants, which just shouldn't make any sense. The same goes for, say, centaurs which might have horse shoes... those same horse shoes would be hammered into the feet of any humans who started living there.
What we need is the ability to define at a caste-level (preferably importable through templates, so that when we use the humanoid body type, it also imports the ability to wear gloves on hands, for example) what clothing is appropriate for what body parts, so that there isn't a problem with snakes wearing pants or humans wandering into a centaur town wearing barding into battle.
Beyond that, there could be the more culturally-based clothing choices - as in, turbans, hoods, masks, etc. could all be various forms of "humanoid head clothing" in some general Reaction Class type of token that is fitted to different body parts at the caste level, as well as fitted to the clothing at the item definition raws, and then you could select what out of each class type is appropriate to each culture.
These Reaction Classes could also be placed in such a way that they designate gender. For example, having a Reaction Class for "unisex humanoid head clothing", a "female humanoid head clothing", and a "male humanoid head clothing", and assigning the unisex and female in the female caste definitions, and the unisex and male in the male caste definitions, for example, so that you could then say that "this type of clothing is enabled as per a unisex clothing option in this culture", whereas it might be "enabled as a male clothing option in this culture" in another civ.