I noticed when playing around with model stacking that the long coat will have its texture stolen by another model. In the picture I have both winter volksgrenadiers and sappers in the abp but the sapper texture overrides the volksgren's for the coat. This could lead to some interesting combinations. I also believe that this works for some things other than the coats as well.
Code
model =
{
"..\\..\\..\\common\\NewMotionTree.abp",
"..\\..\\..\\west_german\\soldiers\\volksgrenadier\\volksgrenadier",
"..\\..\\..\\british\\soldiers\\engineer\\engineer",
}
Note that the abp only contains relevant blueprints so you'll have to add weapons and other stuff. I'm also unsure what causes the priority of textures as putting the sapper blueprint above the volkgren's still results in the sapper texture override.
Unfortunately there's not many applications for this until we learn what the exact circumstances are required to swap textures. Maybe someone else has more insight into this.
Code
model =
{
"..\\..\\..\\common\\NewMotionTree.abp",
"..\\..\\..\\aef\\soldiers\\assault_engineer\\assault_engineer",
"..\\..\\..\\aef\\soldiers\\mortar_crew\\mortar_crew",
}
Props to Hash_Silencer Li for finding this one.