The adjective actually lets us get around that 'material name, item name' thing as it goes before the material name. But yeah, it doesn't show up in the workshop menu, likely to save on space and since the game uses the adjectives only in front of already unique names.
I have given the goblins a bunch of faux-clothing armor (basically armor with no armor level), which should in theory show up the same way as masks and such do. Sadly in my test world the goblins still manage to scrounge regular clothes from lord knows where, its certainly not in their entity files. Yesterday I gave it some thought and figured the goblins I saw may have been conquered and somehow ended up under a human entity, so I'm giving that another try with some added playable race tags to gobbos. On the off chance that this works, I need some names to distinguish the goblin armor that don't sound overly fantasy. Right now I just made it all 'Crude plate cuirass' and such, but I'm certainly open to suggestions.
As for fantasy metals, I'm no huge fan of the rather... overused tolkien-esque metals (mithril and such), mostly because I don't find them all that interesting. They quickly obsolete real-world metals just by virtue of 'its majik, snort' yet somehow they feel so utterly mundane.
I like magic to be a bit more dark, unstable and dangerous to use. Something that would take considerable knowledge and skill to get right, and always carries the risks of something going horrendously wrong. I wouldn't object to magical materials that are difficult and risky to make, and actually have properties that make them both unique and balanced against real-world metals. For instance, Possesed Iron could make for good armor, but would give the wearer an increased tendency for hallucination and other fits of madness.
Magic should be like twisting the laws of nature out of shape and like said laws fighting back.
Though obviously none of that has much of a place in a 'History & Realism' mod, that's not to say this is the only mod I'll make.
The armor layering sizes are of course visible in the raws, but won't be all that... readable without knowing exactly how these interact. A flow chart would probably be a lot clearer.