Proof of concept that body types using scaled animation bones can ensure that all armour also scales with the body, meaning there will never be a need to re-crafted per body shape.
Body shapes don't need new meshes or overhauling every single armour type in the game if done correctly. While limited, this body shape I made is done purely via skeleton already in retail. By isolating and then scaling the skeleton bones along the X/Y axes you create body morphs. This would be controlled via specific .anim and . skel files, which may make it very difficult to datamine. Z works for height but I'm unsure how to test that correctly without causing major issues. It's very similar to how face morphs work right now, in that the mesh seems to change, but rather it's technically an animation file controlling the mesh.