I can get pretty tryhard with certain things, especially armor.
There's a few layers in creating gear:
In-setting realism
- How practical is the armor to wear?
- Is it actually made well as a protective item?
- Does it fit the tech level of the setting?
- Does it suit the organization that's using it (hyper-rich fanatical religious knightly order)?
Style
- Is it cool?
- Does it stand out and represent the organization positively?
Gamedev practicality
- What can I cobble together from the assets available to me?
- How easy is it to animate for gameplay?
- How does it look from an isometric angle?
Here's a look at the Slayer Order's usual uniform, as demonstrated by a Frumentarii Praefectus (spymaster/quartermaster).
View attachment 43607
Not bad, I dig the gambeson sleeve combined with tactical gloves.
Maybe for the officers/quartermasters try to make it more flashy - some visible insignia that symbolizes rite of passage, battle hardened individuals or something could make it more distinguished.
Maybe these two patches/badges on upper chest are intended as rank symbols; in that case just make it distinctive - using big swords, stars, olive branches (not best fitting in this setting ) for higher ranks is usual in armies around the world.
Old Fallout trick from Brotherhood of Steel was that important members did not wear helmet - similar to W40k.
So the people are somehow attuned to more "badass" characters not wearing some parts of armor.
And they have visible face, so they are more memorable NPCs.
Fighting "grunts" of order in similar armor and a cool looking helmet, making them less individual, maybe with some added utility belts, could be great.
That first armor, combination of chainmail, plates and glass visor, misses something for me.
You do you, of course, as there is probably a ton of reasons why you do stuff this way.