I can't say I ever personally noticed this but I still think they should fix it because it's just weird to have this be different based on gender and others do be noticing.
Personally, I don't like large clipping of some hair style and skirt armor.
I knew real time collision each of apparel is too much heavy for the MMO game.
But, some skin node rotation offset against flagged apparel is not runtime heavy duty.
(But it has quite big cost for rebuilding character bone structure and reskinning process though.)
My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
I'm Tank and Healer main player.
Considering one hand weapon situation, wrong hierarchy structure of item socket bone cause
those problem. (Item socket should be children of palm bone. Then problem will never happen.)
But, two hand weapon has additional problem. Because, one of palm will not work as item socket.
Unreal Engine has runtime IK system. Mostly it uses for feet ground attachment purpose.
If ESO engine has similar system, it'll fix at some degree of those problem. However, it still
can't solve "sloppy two hand sword gripping appearance" perfectly. Because it ignores finger placement.
If two hand weapon's gripping position has "united shape", then solution is pretty easy.
Just make temporary constraint with sword gripping position, then bake animation against skin node as
full frame rotation motion key --> Export and rewrite each of two hand weapon animation data.
"Solved". It doesn't need customized gimmick for each of two handed weapon.
My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
I'm Tank and Healer main player.