Consider adding resistance mechanics against combat openings.
Resistance would be added as gildings. Each opening colour would have it's own set of gildings. Some gildings may come with larger value for one colour and penalty to other colour.
The exact mechanics would be something like
<opening delta> = 100/(100+<resistance>) * <raw opening delta> where <raw opening delta> is the amount of opening added under current mechanics.
The reason is to create rock-paper-scissors game between combat deck and gear. It should be always possible to stack resistance against the <current most popular pvp deck>. This will create an element of surprise when the attacker does not necessarily know what kind of defense he faces. It is possible that of two gankers, one would attack to test resistances and the other would adapt his deck before aggroing. Perhaps some cooldown when changing decks will be needed.
Notes:
At least 50% of gildings should be destroyed if the person is koed to avoid strengthening the winner too much. Perhaps more if the character is killed. Chopping or stabbing someone should seriously damage his clothing after all.
Escaping stats and q issue still needs to be addressed.
One might consider giving certain weapons bonuses to selected openings, but I do not like this option because it will tend to create OP combinations with decks and will add nothing in terms of rock-paper-scissors game.