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I like the idea that you unlock the wardrobe building from the AWESOME store, and then it unlocks research (either via the MAM or the wardrobe itself) for different outfits/cosmetics, based on providing components and raw materials. So, if you want a quartz-look cosmetic plating, you'll need to provide quartz to unlock that cosmetic. If you want one that puts a circuitboard texture/pattern on your armour, you need to provide circuit boards. There's lots of room to play around with different patterns/designs that use mixes of materials too if the idea proves popular with players; and it gives a great end-game goal for those who want to unlock the full wardrobe.
multiplayer
Amazon genuinely uses that tactic to motivate their warehouse staff -- earn more Amazon points, redeemable only for Amazon merch (i.e. cosmetics) in the Amazon employee store, by working harder and being more productive. It would be very much in line with the game's theme/narrative, especially if the cosmetics were an inducement to provide an even higher resource output (or divert resources from your own advancement into advancing the Company instead -- a sinister but again all-too-real factor of workplace 'gamification', where workers are encouraged to play the game at their current tier rather than spend their time figuring out how to 'move up to the next league' so to speak)