Nice thinking, Belthazar.
But the more I think of it, however, it springs to mind that the most realistic way of emulating the outfitter's effect on an escort would be by actually far more complicated, i.e. scrapping out the hired/captured escorts (for that, use 0 crews, have all "hire chance" at 0% and perhaps play around with the DITL for ship boarding and for the bar-based hiring system), and having mďsn-based escorts. The escort outfits in the outfitter would be blank outfits aborting the mďsn in question, and each mďsn has a bunch of outfits only available while it's still activated (and not failed).
This means that to make a realistic emulation of custom outfitting, you'd need loads of mďsn slots (one per escort type, i.e. each outfitting upgrade is represented that leads to way too many combinations), oütf slots (one set of outfits per mďsn/escort type ), as many shďps as mďsns. And that's the minimum I can think of
Man, what a heavy load of work, even if it's for one ship with 10 outfit possibilities
So yes, it is easier to stick to the method of long upgrading (still tedious but far less), easier still to forget the idea
( unless someone has a better way of implementing the idea?)
Best regards,
Peter @ ARPIA