Please quote me where I said "THAT'S NOT GOOD ENOUGH FOR ME". Thank you.
I believe the reason gave was the fact that adding all those items would take an enormous amount of time - almost unfathomable. I'm not going to do the math for you, but it's 1,000s of item combinations once you add things in.
You countered with "we'll just add items week by week in terms of voting". Even if it's just a select few. I don't know how much experience you have coding new items but from my experience, it's a time consuming job. Also, the forum maintenance in that thread to make sure every player is involved in the voting and then counting all the random headgear votes would cause a lot of work for the forum GMs, and then passing it onto Genesis for the finalized list would be another task for those GMs and add increased delays to other additions since this would be virtually endless, not to mention the workload would keep increasing every time since the first 10 would create maybe 100 new items, but then the next 10 would have to be coded in along with the existing 10, and then the next 10...and so on.
This is not a once accepted, it's done type of suggestion. It's not one minor change to a weapon's attributes, but really a continuing process to the server since new items get added monthly so that would have to be added to the cosmetic NPC eventually. This is why we have to tread carefully since this locks an infinite amount of work and change to the server once implemented.
Additionally, I didn't see a response to the idea of having visual cues in terms of not what headgear the opposing player is wearing in terms of PVP, but the amount of slots that the other player might have on. Whether a player is using a headgear combination that allows for 4 slots or 3 slots in headgear cards matters a lot, strategically speaking, to what another player might counter with in terms of attack or defense strategy.