There exists a dialectic between "good" costumes and "bad" ones that coincides with the dialectic between paid costumes like surge that hold rarity and free ones like hallow that are generated en mass. This dialectic is demonstrated no better than with the prismatic bolted vee- what was at one point a valued paid commodity was reduced to a free commodity- the result was that it went from seen as interesting to seen as trashy. Further, there exists a continuum of rarity that can be roughly broken down into what is attainable via grinding vs what is attainable via paying money. Since this is a continuum and not a true dialectic I have included a middle stage.
As with many dialectics, the free inferior side of the dialectic can be combined with the rare dominant side to topple the dialectic as a whole. Doing so transcends the typical concept of sets, which present the player as banal, and creates interesting and balanced costumes.
Figure Two shows what happens when using all on-level costume accessories while still matching. This modern yet respectable look is at first blush a decent costume, but fails to be interesting on a meaningful level.
Figure Three is overall a cheap costume designed to topple the free-rare continuum dialectic from the F2P perspective.
This costume overthrows the dynamic completely by way of ignoring paid costumes and tying in lower and higher tiered accessories. This creates a meaningful and interesting dynamic, as it destroys the dialectic presented above rather thoroughly.
While this costume is certainly interesting and cohesive with the theory presented, more traditional art structures do still exist, and simply combining random high and med/low pieces is not enough to create a pleasing look.
I like how you took the time to match the shield and weapon to the costume. I think that's important for loitering in Townsquare.