Coding probably won’t allow it.
If you look at the mods, there are recurring themes that go with which mods go where on the armor.
English
-
Even if it's technically possible, ghost mods only affect loot drops and never combat, and that feels like a very intentional design decision to separate the role of specific gear. In the same way, they're moving Orb generation to armor now that they are used more in armor builds than for Super regen.
-
Then they can put it on the class item instead of the helmet. That way we don’t run out of ammo within minutes.
-
The would just introduce an artifact mod that would take up 7 or 8 slots to force the choice of orbs, or an OP mod slot.
-
Good point.
-
Welp Guess i wont be generating orbs than cause ammo is way more important.
-
Go over to well builds, they're very effective.
-
Legitimate build choice. I feel the exact opposite, but then my builds are about amplifying my skills and abilities (Warlock) than my weapon damage. Which is Artifice armor is very attractive to me and my play style. That extra mod slot is valuable. This is what min-maxing in (good) games is about. Making conscious choices that come with both costs and benefits.
-
You dont need to worry about builds for patrol level activities.