STR chars have the ability to equip high level shields. It is up to you if you prefer the 2H style, 1H with shield or 1H.
That's a playstyle change. It still doesn't make the sarong slot usable nor useful. You also conveniently skipped the issue with archers while shoehorning this "Larian could do no wrong" idea.
Archers might not get another equipment slot, but they can have an additional upgrade for their equipment, namely the Sextant which offers up to 3 additional points of Perception.
Sarongs are meant to be used by INT chars, because INT is more important for them than the main attribute of other builds, since it is the only way they can boost their damage. Melee chars and archers will do more damage with a higher dmg weapon, while the only thing that matters (regarding their damage) for mages is the attribute bonus.
By using your logic above, one can advise mages to use a sword and board. And this attribute bonus can be compensated by adding a tad more INT to items with +INT, instead of making a slot unusable for a whole class.
Correct me if I am wrong, but shields and swords can't have a +INT bonus, so instead of 2 INT you will miss out on 5 INT, which drastically affects the efficiency of your primary attacks.
Warriors on the other hand mainly attack with their regular attack (+ stances/ buffs). A bit less STR only affects your chance to hit and not the damage of your skills (except Crushing Fist). That reduced chance to hit gets more than compensated with the +30% c2h buff that you gain in return. The way to boost the damage output of a high STR Warrior is not more STR but a few points of INT.
If you invest 1-2 points into INT and get another +1-2 from gear, the +2 INT sarong will stay equipped after taking of some secondary equipment that gives +2 INT. With 10 INT you can cast many low level spells without penalties, including summons, Oath of Destruction and Bless, which buffs your damage output and survivability much more than another 3 points in strength. On top of that there are the other boni of the sarong (willpower, body building and resistance).
Why would one craft a class to circumvent a bug? I already have 2.5 mages in my group, that's enough. I want one to remain a pure melee with all the restrictions that it has, yes it's my choice, and no I don't think I should have to change the class to work around a bug.
If you want to wear "mage equipment" as a warrior, you need to increase your INT. There is nothing wrong / bugged about this. However once you have a few points in INT you might as well use the spells that make your Warrior deal more physical damage.
I am not sure if belts not having an attribute requirement was an oversight (if not: which attribute would be appropriate?) or if this is because (non-enchanted non-legendary) belts don't really play a big role with the small boni they provide compared to other items.
No, the belt with no requirements is a good thing, it allows one to shape it up to any character, and the same should be applied to the sarong slot. Either this or call it 'special magician trinket' or something. Also, I wouldn't call this(4x +25% resistance) a small bonus.
It looks like you have skipped the "non-enchanted" part in my post. Crafting - in particular adding resistances to your gear - being OP has nothing to do with sarongs.
The plain sarong is enchantable in exactly the same way as the belt. Now come on, make something up, why is this bad to have this available to any character, be it a sarong or a belt? Or it is normal to be able to give these resists from both a belt AND a sarong to a mage but not an archer nor a fighter? Having more or less HP is not a good enough reason, archers are not supposed to be monster tanks, and btw a frontline fighter needs even more resists than a mage because of all the mess the mages are doing that he has to suffer from too.
Fighters don't even need to use an extra slot, because their heavy armor per default comes with a bonus to elemental resistance + they have a talent that adds +25% vs all on top of that.
What we are saying here is that if you *already* have a good INT, then we are giving you even better INT with enchanted items in this slot, or a truckload of resists if you prefer. Just because you have a higher INT. It makes no sense with either magic nor regular items.
Compared to the max attribute requirements of other equipment types, Sarongs have a relatively low requirement. This means that they are supposed to be available to mid-low INT chars as well. I see them as an equipment type that makes it easier to "multiclass" and encourages less linear character development.