(1) It has to be applied manually to automagic.txt, setitems.txt and uniqueitems.txt.
(2) Properties cannot help, since properties can only force param values, they cannot force min/max values. This is fine for pseudostats (i.e. skills), but it does not work at all for normal stats.
(3) Manually changing the values of ID stats every time weapons/boots/shields are changed would be a massive headache and error-prone.
(4) For boots/shields in particular, I'm relying on a tedious ID system that requires skills.txt spaghetti.
I don't think anyone would be willing to work with such a system. The solution I came up with is adding new txt files that are read by some program which then edits weapons/armor/misc.txt, uniqueitems.txt, setitems.txt and automagic.txt. This would make it very easy to modify and append IDs, but it will likely take me months to finish this program (I realize this is a laughably simple program to make, it just reads and modifies txt files, but I'm a very slow learner).
Also, if I am able to figure out how to make the above program, then I'll also be able to create a modding program, which I'm surprised hasn't been made yet, that would accept instructions to apply specific changes to txt files, which would make modding far less error-prone in general. It would allow Overworked to become modular, which means players/modders can install the parts of Overworked that they like and exclude everything else. With some effort, it would even allow for txt files from different mods to be compiled into a singular txt file, which will make it so mods do not have to be so mutually exclusive (i.e. modders can create simple plugins, like add two new uniques and three new skills, without having to messily copy+paste things over). And given that D2R txt files are at least slightly different from D2's, it will make conversion between D2 and D2R txt files easy.
That was messy work on my part, it would be better to use StrSkill42 instead. I'll fix that in the next update, thanks!