That would be 17 renders extra per outfit. I love the idea tho and maybe in the future when my spec can render them faster I go for it.
I can only talk for myself, but personally for this particular part I can easily deal with CG not reflecting exactly what the MC should wear. Obviously it would be amazing to see MC's clothes change, but here it's more the psychological effect which count. When I goes with the girls for their punishment, the clothes on the CG don't reflected what I equipped, but still in my mind I knew I was dressed as a total bad ass ready to... well, apparently being put in my place by real men
Don't know for the others people around there, but even the regular clothes will look fancier after I equipped my most charming ones. After all, MC is way younger, stronger and charming than me, and still it don't prevent me to feel like it's me. The same will apply here, most of the magic happen in the mind of the player.
It's probably too much works, but you can also go further with this (still without changing the CG). Like I said, Luna will surely prefer the regular bad ass look, while Isabel (who I perceive as a neglected wife waiting for some romance to come back in her life) surely prefer something fancier. So, perhaps having a "clothing" stat, which depend only of the clothes equipped (so it can't be trained).
Then, some events can be triggered only if the stat is over, below, or between a given value. Up to the player, with eventually some hint in the dialog lines, to make the right choice. By example : "Luna: I need your help, there's an informal meeting with the [whatever] family, and I want you at my side. As informal as it will be, don't forget that you'll represent the family."
Alright, a little threat because the DeLucas are bad asses, but also a lot of class, like Wilfred, because the DeLucas aren't some kind of street's robbers. And if the MC don't have the right "clothing level" when he come back to Luna, she said that the meeting is reported... to the day the player take the hint and dress correctly ; by example between 100 (because below it's vulgar) and 300 (because above it's "what the fuck, you aren't on a romantic date man !")
In the same time you can play a little with the girls and their personality. Isabel being in seek of some romance, the higher the clothing stat is, the more chance the player have to raise her attention and trigger the next scene ; going to her with the clothes you were wearing for your last robbing mission will make you invisible to her eyes.
You don't even need to make real changes, it can be just few dialog lines which change. By example, as suspicious as it can seem to Luna, at some point, if you are well dressed to accompany her somewhere, she will probably feel flattered. And obviously it will be seen in the way she great the MC. And Gracie, will she prefer probably guys well dressed, if she think yet that it's a mission, she will complain if the MC's clothes are too fancy ; something like, "how are we supposed to stay invisible when you're dressed like this !". This while being dressed like for a mission will make her jump from happiness, "see Luna, I said it, it's a mission !".
It need the use of high intervals, because you can't go with "fancy T-shirt = 10 clothing" and "cleaned regular clothes = 2 clothing". Else MC will just need to wear 5 pieces of cleaned clothes to have the same effect than a fancy T-shirt, which is obviously wrong. So, the higher are the interval, the less this kind of case can happen.
But, well, like I said, it a lot of works.