Expect only weapon gets worn down in a weapon trap...
...right?
*INVESTIGATION*
Here we have an exquisite mechanism weapon trap, with a copper pick from wagon:
Here be Dragon. Just one.
... It killed the dragon in 4 pages, getting no wear.
Very well. Here be 42 dragons.
...No wear at all.
Okay, lets try attack on adamantine giant
...my DF capped reports at 66 pages pretty soon, but it amputated giant's ears and nose and crushed his eyes and lacerated his face in general, but neither armor nor the pick accumulated any wear levels in 43.05 in three years with dfhack 43.05-r1 (though the giant did name the greaves and mail shirt).
In fact, by using gui/gm-editor I checked wear levels on the pick and every piece of adamantine equipment, and none of them had acquired a single point of wear. (I then changed the breastplate to copper just to check it works - it got to X within a day, and broke during the next two, with about page's worth of deflections. Then replaced breastplate, changed pick to masterwork adamantine, and still failed to get any wear or any non-face injuries in half a year. At least giant's got Legendary +42 armor user out of this.)
Thus, I have to ask: How did said forum guru break a regular weapon in a weapon trap, when copper on adamantine doesn't work? Since the only other way I can think of is fire procedural melting copper, but that doesn't crash the game, at least previously. (on that note, quick exterminate on giant, reveal demons and teleport fire imp/fire man/magma man - all failed, so dumped magma on top - which melted/deconstructed the weapon trap without crashing.)
PS: I'm sure sock would be safe ( it is clothing ), but I'd suspect (ff can't into adv) unattached earring wouldn't be, for the same reason it isn't when the projectile ring is thrown by a minecart. Better stick to weapon/armor/shield/clothing only.