@sounaipr:
No, you can wait your turn, thanks.

FYI, eroticism varies with time and culture. The most erotic location on the female body in Japanese culture is the nape of the neck. Americans treat female briasts as sixual objects, but they are merely functional in many cultures and societies (and may mark a level of advlthood/womanhood in some instances). I find your comment to be very ethnocentric and misguided, and it does not generate any sense of community (just the opposite, in fact). You may want to check the idea of embracing diversity. You may also want to check my personal preferences (yes, I prefer moe, but also petite characters, so I don't use the types of mods you seem to think represent an extremely diverse artform... unlike vanilla, by the way, which is not at all diverse and is unplayable for many of Bethesda's customers). My sister happens to be one potential customer who avoids Western games because of the poor aesthetics and only plays Japanese (or East Asian) RPGs. She's a very heavy RPG gamer, but she cannot relate to the Western aesthetics (or the penchant for focusing on violence). Bethesda is a company and misses customers like her (without mods, of course).
@Cataxu:
It has nothing to do with female chest size (or male chest size, for that matter, which is certainly not "realistic" in either vanilla or mods). It's very odd that people think moe is the definition of anime (or manga, or games) when you have very popular examples such as Hayao Miyazai's films or games like Street Fighter that are not at all moe. It's also odd that people seem to be uncomfortable with diversity, but that's another topic.
Just a general note: armor and clothing have the same issues for body mods because clothing is simply armor with no protection. Bethesda realized this, too, and that's why they are in the same category now. I remember an effort to try to automate conversion adjustments for outfits in Oblivion modding, but I don't know if it was eventually finalized or not.
You see this in real life, of course. Imagine trying to take an outfit that's a size 12 and having someone who is a size 6 wear it, or vice-versa. If you ever travel between countries with very different average body sizes, you'll experience the issue firsthand. For example, various international students and business people who travel between certain countries (e.g., America and Japan, or any Western country and East Asian country) have pointed out that it is very difficult to find properly fitted outfits in the non-native market. It's really a matter of business and economics, so things have improved in variety as people have become more mobile, but it's still a major problem (just not impossible as it once was). This also happens for people in a native market who happen to be pretty far off from the so-called "average" (or at least the average that is used by textiles makers).
Personally, I always avoid armor because my characters prefer speed and flexibility. Unfortunately, Bethesda does not really offer anywhere near accurate depictions of what wearing armor, especially heavy armor, does to a human(oid)'s speed, agility, etc.

There was a reason why knights had squires and horses, and why they did not normally wear their armor until actually starting battle. There was also a reason why few people had heavy armor, of course (i.e., it was terribly expensive and heavy footed and mounted units were not used in every battle because of logistics and cost... just like you do not see tanks in every battle today, for example).
Anyway, we're going farther and farther away from AV, I think.

The bottom line is that something like weapons is one thing that may be possible, but if you randomly switch outfits, you will very likely wind up with visual results that have a lot of issues with clipping, tearing, etc. You can switch outfits, of course, but the results may not match up with the body, just like trying to use an outfit made for one body with a different body. It doesn't fit right.
