Thanks for the link, Etaew - good discussion indeed. I would agree with the point made about needing two separate properties for a mob - one for pet charms, and a separate one for resists. I think it would also be nice to throw in the mob's damage type, as I listed above, but I'm not sure if it would be better to give this precedence over the MeleeDamageType field that mobs already have.
the resists given by the equipment - let's suppose a mob wearing an armor can benefits the bonus/malus in resists/vulnerabilities.
Is this actually implemented, or planned to be? My experience looking through the code indicates that mobs don't actually wear items - just the model. But I may have missed something.
Luhz, I would tend to agree with your approach for strictly live-like behavior. I was coming at the issue from my own perspective running a custom server - a database table allows the definition of arbitrary body types and allows them to be assigned to any mob, regardless of the model ID.
On my server I have elemental mobs, which do damage of a certain type, have high resists to most damage types, and high vulnerability to one damage type. They're implemented as a separate class, so for each mob instead of creating a GameNPC I have to create a BodyElemental, ColdElemental, etc. It occurred to me that a more flexible system would be to use tables, and perhaps this would be a wanted feature in DOL.