I can see where the system prevents multiple weapons, etc. but I'm not seeing a check for accessories, i.e. as long as the accessory doesn't have the EXACT same name, you can wear them, hence the multitude of rings for example.
This is why you can wear multiple packs (Ranger's Pack, Pioneer's Pack, etc.).
I thought of a workaround for my implementation. It'll actually work OK, it'll just be a little more cluttered in the inventory. Not necessarily a bad thing I guess... Essentially instead of having a +3 supercede the +1, there will just be another item that adds +2 (for a total of +3).
In other news, I've figured out how to implement dual wield. Essentially, you'd use the Updated Weapons mod special ability function. Instead of purchasing the two weapons separately, you'd purchase a 'Longsword/Dagger Combo' in the shop, with the higher attack strength being the one that the regular attack uses. Then you'd click on your 'dual wield' attack under combat options/actions to get two attacks, with say at a -1 strength to each for example.
As to how to show this on the game models, I'm not sure. If you could replace the shield model with a dagger model, that might work ok.
This would also work for a Bow/Sword combo. The Sword is the default weapon, but you'd have a special attack called 'Bow' which would attack like a regular bow. Because you are fiddling with weapons, though, I'd suggest a penalty of some sort - a minus to speed, dodge, and/or accuracy perhaps?
The only downside to this is that these are 'spell abilities' under the game mechanics, and are treated as such (which is why Darklings are immune to Flurry, etc.).