I have no real experience in Guts however there are a few things I've noticed over the years from advising modders like
Doudley.
I'm also going to ask
@Phanjam to help give some tips since he knows something about textures and armor files.
At best I can only give theories yet that's better than nothing I agree.
(1)
The Human meshes definitely have a relationship between their skin files and their armor files.
If it's possible to get a Dragon mesh to wear the texture of armor then it's UV maps or whatever Guts calls it (the map that determines how the mesh reads a texture file) is going to have to be either modded (shaped to match the Human Armor Texture file) or just connected to the armor texture in some way (this would look rough).
(2)
By wardrobe if you mean the starting and permanent appearance then Pets alternate color choices certainly prove that this is possible.
(3)
I don't think Monster Skills are "converted" as much as they are "built" or in other words if 14 different varieties don't exist then all 14 other versions of that skill have to be constructed (the long way).
I think the only good news about that is the fact that it will be a truly custom class with new extensions for it's skills which is always appreciated (far better than just copying the vanilla skills although they might help to get started then heavily modify them into something that feels unique).
(4)
I have yet to witness a "simple" method when it comes to assigning animations in Guts.
@Kva3imoda would have some experience with new animations for new monsters and that usually meant taking pre existing monsters animation bones then making it transparent assigning those animated bones to the new monster (or in this case applying those other monster bones to new skill animations for the dragon skills).
Very impressive when it works.
http://torchmodders.com/forums/mod-showcase/my-next-class-concept/msg6869/#msg6869 https://i.imgur.com/c2oZYY0.mp4 (5)
Tier Bonuses are usually Affixes assigned to those skills although Runic Games did add some more things to the vanilla tier skills like enabling bullets to bounce off walls or adding extra hit boxes and therefore visible animations of damage like the Flame Pillar from the Embermage.
Worth noting that every skill at rank 1 already has or should have an invisible (visible in Guts) tier 0 bonus that defines the skills attributes like how many projectiles and other interesting factors. Tiers 1-3 simply add to that pre existing tier 0.
(6)
New GU ID's are so important. Write new ones for every Skill and maybe check Chthon's Tag Fixer tool from the Runic Games Fansite.
(7)
Is that even possible? I mean like Affix for Affix a true clone from it's TL1 version? The TL1CP Mod for TL2 I think merely made an approximate port for the skills and particles meaning that they had to use the TL2 versions with the TL1 meshes.
(NstQ)
Anything
Fire and anything
Physical because Vyrax the Fire Drake in TL2 definitely fit those two damage themes.
Earthquakes, Breath, Rocks, Meteors, Wind Knock Back, Stomps, Fire Pools, Fire Rings, Fire Floor, Fire Gargoyles and other Fire Helpers, Sharp Claw Slashes.
In many ways Fire Drakes in this game act like
Fire Spirit and Werewolf combat styles mixed together.
= = = = = = =
I admit that could have been more helpful if I actually knew the methods step by step required to achieve these goals however I hope my info helped!