The equipment selection view is functionally complete. Lots of polishing remains to be done, such as adding a button to resize spot management within craft and actual equipment of the spot, and more validation checks.
The data model is as follows (I haven't studied how it is implemented in oxce, but pretty sure it is very similar).
A craft template has spot positions, and spot count. A spot is where the operative would appear in battlescape relative to the craft.
A craft instance has craft spot instances, which can be assigned to any spot position available.
A craft spot has an operative, a suit, primary equipment slot. All three are nullable.
Suit has a list of slots (holster, pockets, backpack).
The management allows you to assign spots to spots positions, assign agents, armor, and equipment to the spots, and it performs a number of validation checks to make sure a pet can't wear non-pet armor.
I thought about compiling and uploading the demo, but a new version of godot alpha comes out every two weeks, and I would need to redownload the export templates, so here are the screenshots.
The suits are daz renders.