This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
By establishing two dedicated socket classifications, wearable gear can offer deeper, multi-layered progression.
Justification
Fix under used, and under performing armor sets.
Motivation
The goal is not to flatten gear power, but to ensure every piece of armor and clothing has a meaningful, viable place in the ecosystem.

Overview​

I propose introducing two distinct socket categories for wearable equipment in Star Wars Galaxies Restoration: Standard Sockets and Exotic Sockets.

Under this system, clothing and armor you can feature both socket types simultaneously. This allows players to pair foundational stat enhancements with specialized utility, eliminating the frustration of sacrificing core performance just to experiment with unique attachments.

Ultimately, this approach will dramatically expand gearing diversity, revitalize underutilized iconic sets, and foster exciting, creative character builds—all while preserving essential game balance.

1. The Problem​

A persistent issue with equipment progression in SWG is that an item's practical value is rarely determined by its aesthetic, armor class, or unique lore. Instead, raw socket capacity dictates whether a piece is viable or obsolete.

This structural limitation leads to several major drawbacks:
  • Stifled Equipment Diversity
  • Devalued Unique Armor Sets
  • Restrictive Customization
  • Diminished Crafting Incentives
The goal is not to flatten gear power, but to ensure every piece of armor and clothing has a meaningful, viable place in the ecosystem.

2. Proposed System​

By establishing two dedicated socket classifications, wearable gear can offer deeper, multi-layered progression.

Standard Sockets​

Accept standard, baseline enhancement attachments. (+35 x/y/z)

Exotic Sockets​

Accept only designated Exotic attachments. (Weapon/Defense/Healinc/etc)

3. How Dual-Class Sockets Would Work​

The core innovation lies in equipping single items with flexible socket configurations across both categories.

For instance, a standard armor piece might feature two Standard Sockets and one Exotic Socket, while a clothing item could feature one of each.

While baseline gear remains largely unchanged, compact or multi-slot items transition from purely cosmetic pieces into competitive options.

1. The Structural Deficit of Multi-Slot Gear​

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Mabari features six individual armor pieces: helmet, chestplate, gloves, belt, leggings, and boots.

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Ubese list multiple components, but its chest piece consolidates the chest and both biceps into a single item slot.

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Similarly, the Wookiee Hunting Chest piece occupies four armor slots at once.

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Perhaps the most glaring example is the Restoration-exclusive Sith Armor Chestpiece. Despite requiring significant effort to farm, it shares the multi-slot restriction of the Ubese Chestpiece, rendering this flagship asset mechanically unviable in endgame play.

This creates a severe structural penalty: combining equipment slots drastically reduces total attachment real estate, leaving players heavily disadvantaged if they choose these visually striking sets.

2. Rebalancing Gear via Dual-Class Sockets​

Dual-class socketing solves this deficit directly. By allocating additional socket capacity to consolidated pieces, multi-slot armor can finally compete with traditional individual-piece sets.

Take the Mabari Armorweave Chest Plate as an example:


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Because the Mabari chest piece covers five discrete slots (chest, biceps, and bracers), forcing it into a single standard socket creates a 4-attachment loss. Under this proposal, the piece would naturally accommodate 4 Standard Sockets and 1 Exotic Socket to restore parity.

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Fully enhanced, the item profile reflects its true value:

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This approach seamlessly extends to clothing and weapons. Clothing items can host both socket types, whereas weapons would only have a Exotic socket to preserve weapon combat balance.

There is overwhelming enthusiasm across the community for expanded build customization. Iconic gear from classic Wookiee pieces to rare boss drops deserve to be proudly worn in combat, rather than relegated to vendor garbage, A tab only, or house displays.
 
Even if if this could happen , these armor sets condition cap at 50k while RIs bh or recon murader is over 110k , it’s not recommended to uses any other sets for health or seas
 
Even if if this could happen , these armor sets condition cap at 50k while RIs bh or recon murader is over 110k , it’s not recommended to uses any other sets for health or seas
I don't think condition is a good argument here, making things condition competitive is a 10 second fix. However whether the devs think this is a massive use of time for minimal gain i understand. It has been confirmed to be possible. But even id hate for them to spend a disproportionate amount of time trying to figure it out.

Just wear what you want as an appearance and where the correct armour for stats under it /hidden?

That is the current fix. But I don't think ease is the best reason to not fix a 20 year old issue.

Overall this brings more gameplay variety, and customization to not just combat but crafters as well.