How about Wooden caps?
I'm thinking the make wood armor stuff is because the reagent is just this:
[REAGENT:wood:1:WOOD:NONE]
wooden cap making and all the others just have this, while wooden helm reaction has
[REAGENT:wood:1:WOOD:NONE:NONE:NONE]
which include the material portions.
Also just a friendly note even if you get gauntlets to get the proper material, they won't work unless they have "right" and "left" versions
And praying for stuff is broken because there is no way to make a product "randomly" pick a material saddly, however you can make it pick a random Item. But that is not the desired effect.
[REACTION:GETGOODSFROMTREE]
[NAME:Pray to Tree Altar]
[BUILDING:TREEALTAR:CUSTOM_P]
[REAGENT:giftA:15:PLANT:NONE:NONE:NONE]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[CONTAINS:giftB]
[PRESERVE_REAGENT]
[PRODUCT:85:2:BAR:NONE:NONE:NONE] - no material, generic "air" is used
[PRODUCT:50:1:SMALLGEM:NONE:NONE:NONE]- no material, generic "air" is used
[PRODUCT:38:5:STONE:NONE:NONE:NONE]- no material, generic "air" is used
[PRODUCT:10:2:ROUGH:NONE:NONE:NONE]- no material, generic "air" is used
[SKILL:PACIFY]
also for quivers having no quality that is because the [SKILL:XXXX] tag is missing from the reaction, which means it is done instantly by anyone and no skill to affect quality.
[REACTION:MAKECLOTHQUIVER]
[NAME:Make a Cloth Quiver]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_Q]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM:REAGENT:cloth:NONE]
[SKILL:CLOTHESMAKING] --- just added this, now clothemakers will make it. And a legenary will make a masterwork
Also peregarrett, I found your confusion about being able to make cloth quivers in vanilla. I'm doing a test fort, and somehow a migrant hunter came with a rope reed quiver :/ But I do have imcomplete adv. mode reactions that allow quiver making, Maybe worldgen creatures can use those on their adventures?