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The skill text description also changes, but that part is delayed to after game restarts.
And I'm talking proper armor and weapons that can have plenty of different mods, not things that are limited like books or trinkets. I've got the full tinkering tree learned too.
FWIW the Workshop was being weird with a different mod and Steam was serving a version that was almost a year out of date for some reason.
If those checks failed when you try to tinker, then it could cap relic modding early? But not sure if that accounts for all the issues, and those checks should be resilient even with other mods.
There's also some item types like books with only natural mods like jewel-encrusted, they might show even though player can't learn the mods for them.
As for Helping Hands, base game intentionally sets it to not inherit backpack mods, possibly because sturdy could mess with it's dismember-break-repair thing, or because it's already strong. It'll probably be a while before I mess with those. The Did It Rust mod can alert if it rusts or breaks.
With the mod count by skills option toggled off, it's only letting me mod the ones that have a full three slots left.
With mod count by skills toggled on, it changed the count on some items, some low level ones gaining a slot (to 4), some high level ones losing a slot, but it's not letting me mod any that only have one slot left. A few relics stayed at two open slots, and became tinkerable with this option on.