My 2 cents on MC clothing options - finish the main structure of the game before adding any whole-game MC visual changes. If I understand it correctly, additional MC changes will result in you having to re-render not only the HUD appearance of the character, but each and every scene again for the new clothing combination (and even now you already have some inconsistencies - such as no buttplug in the casino work scene).
You'd effectively have a table of these to render for each scene (ignoring buttplug, which is only visible in some places):
clothing choice x tattoo choice x pregnancy state
so with the current 2 clothing choices, 2 tattoo states (with/without) and pregnancy states (with/without) you've got 8 renders per scene which adds up to a LOT across the entire game.
If you have something (for example) like 300 scenes in the game that's actually 2400 renders, so it's probably better to wrap up the gameplay first, then worry about any full-game visual customisations because then you know exactly how many scenes you've got and the amount of work you give yourself becomes a known quanitity. Right now, if you add more customisation stuff, you don't know how much extra work you're giving yourself further down the line and it'll just make getting future events and gameplay much more time consuming to get out.
That said, a more intelligent use of extra clothing in the wardrobe is for specific things with narrowed scope - like the mini-flashing website where you "borrow" some clothes for the weekly dare, the clothing comes out just for that event. (I enjoyed those events by the way!)
Making it a part of the actual wardrobe (something purchased instead of borrowed):
Assuming you set it up only for additional dares on that site, you could do the dare in say "rose street" and set it up so that the MC is too nervous to go "off track", so options to travel the wrong way, into a shop, take a taxi (whatever) are met with a prompt like "I better get to X and get this over and done with before I get spotted!". You might want to also make sure it doesn't go along a route that doesn't auto-trigger other events (or make the "request" unavailable until the events are done) and make the MC nervous to also chat with people en-route (so it doesn't trigger events from them).
Make it if the player wears the clothing when the dare isn't on, she won't leave the room with it on.
IF you do something like that - you can have clothing changes that scope only with the specific event scene, plus the HUD as you travel there.
Another possible work-around is to have an option for the MC to "stash in bag" instead of wear at the wardrobe, have her travel to a location near to the event trigger, have an object to click which will trigger a scene where she changes into the clothes (somewhere near the event) then have her travel the short distance to the event itself. That opens possibilities for all sorts of exhibitionism scenes (changing into progressively naughtier clothes & doing a dare) - that avoids having to scope out the entire game with a wide wardrobe of clothing.
Of course, this opens the possibility to add additional events with the same clothing too, many of which could be repeatable if scope restrictions are thought about with care, you could even carefully expand the scope of where the clothing could potentially be worn with care in the future if you have a good map of what events are triggered where and make the MC only willing to wear certain items a certain distance away from home "No way I'm going downtown with this on!".
Anyway, like I said - finish main content before worrying about fashion, though I think if you want to make the wardrobe expand, limit the scope of where that wardrobe can travel to and expand it later if you feel like you can manage it.
Just some food for thought.