Clothing/armour for MW is about as different as er hmm using a cross bow and a long bow - same end result but very different approach.
I have hardly any experience with doing so but a couple notes:
there is NO mesh rigging -no skelly.
It is rigged by setting different mesh pieces as "body parts" in the cs and then in the cs creating an armour/clothing that uses multiple of said body pieces.
You only need (i.e. can) model the one side - IIRC it is the right side for things like pauldrons (which are a seperate armour piece in MW), boots, gauntlets, and the game automatically mirrors it around. However there is a slight bug with mirroring - which shows up in some official meshes from Tribunal as well as some of my attempts - for the mirrored meshes there can be ONLY ONE tristrip/shape or the second/more don't get drawn in game for the left side.
Collision is fairly different - no boxes etc. - only accepts tri base collision and it is a bit different... I' suggest looking at some objects for the details. Nifskope works well and the blender export scripts work fine too.
For cleaning your esp I'd suggest using the MW enchanted editor - also can edit save games with it! - setting things up in the cs is pretty much the same as Oblivion except for worldspace, dialogue/questing and clothing/armour. For scripting get the indispensible MWSFD - Morrowind Scripting for Dummies.
Also (off topic) in regards the Blender Nifscripts Oblivion exportation options, I know you do animations and thought you might be interested in what I've done to them (muahaha): I was doing some exporting of animations for a certain top secret project of mine and was being irritated having to edit the animation sequence name after export; Now (with the dev version, available on the niftools forums or on github where Amorilia has the master and I have a fork) if you are exporting a kf file it asks you for the sequence name before export and sets it to whatever you enter - and defaults to Forward.
Pacific Morrowind