No, because the DLC will be to easy. Still they need to come up with something better then getting knocked out or someone with a hand gun telling you while wearing PA and have a light machine gun to put your stuff away.
Or they could design DLC to take things such as Power Armor and AMRs into account, so that taking top-end gear in does not turn the DLC into a walkover.
Now, for Dead Money in particular I can see being stripped of your gear since you got gassed into unconsciousness and dragged off to the location, however in the general case this mechanic got old long ago and there has to be a better way to handle being relocated to the enclosed area of a DLC.
There's also the fact that said gear removal inherently favors those who specialize in Melee and/or Unarmed combat, since those methods are not supply-dependent and DLC opponents are usually not all that dangerous. In Dead Money's case those specializing in EW or Explosives get boned, since both are extremely limited in available supplies, while those who use Guns are only limited until they find the vending machine codes for .308 and .357 ammunition (both of which are fairly easy to find early on). Granted EW users get a very powerful weapon in the Holorifle, but the fact you'll never have a decent supply of ammo makes using it a losing proposition (if the GPs stayed dead that would be another matter entirely, but then the HR would be rather OP for the setting...).
I don't actually mind the survivalist aspect that being stripped of one's gear lends to a given scenario, and in fact I tend to play all my characters Scavenger-style, but I
do mind DLC design that favors some specializations over others. Of course, one then runs into the issue of a DLC that caters to a more generalized combat style being a relative cakewalk for those who specialize in either sneak combat or mass critical hits, and the discussion begins all over again.
Idle speculation: I wonder how folks would react to a DLC that not only strips your gear but disables your perks too...
(I'd actually like it, however I would also expect that said DLC would offer relevant perks to take in place of the regular ones, which would be disabled in turn when you left. Would be an interesting exercise in minimalist character design)