While it's true layering could work without being too slow--after all lots of games do it--it's easier to do that kind of thing when different types of objects are rendered differently. The way the terminal emulator works is by treating *all* cells identically, so adding sub-layers would apply that affect across all cells on every interface layer. The interface is already composed of a couple dozen "layers" , so further subdividing each of those could compound into a pretty bit hit on rendering speed.
There will be several dozen classes, with 2-5 variants each, though the loadout of all robots in a given class will always be of the same category, just like in the 7DRL. E.g. all programmers are armed with some type of electromagnetic gun, all hunters are armed with ballistic guns, etc. Which specific type beyond that isn't too important.
Incidently, I did the same thing with the DCSS sprites, except mine had the same level of "stuff", but with 5 frames of animation for each. Wtf was I thinking? It was SO monotonous.
Wow, animation. Yeah, I didn't go nearly that far, just added some hundreds of new items of my own creation. Really liked those paper dolls. Denzi did a great job.
edit: have you ever noticed how every one of my suggestions, whilst feasible and possibly good, requires extraneous coding that would only slow down project development? Honestly, just ignore them. Iz trying 2 help. Never let me do that
Don't worry, it's not just you
I could give you a generic response like "GO MAKE YOUR OWN DAMN GAME!" if you like