The sacred items were created essentially by players, evalutated by Wert, and placed into the game. It was his/staff decision to have these items created... There were deadlines HFs had to meet and specific rules we had to follow to create the items. Among the rules was that each set could contain no more than 10 items, and that meant that some compromises would be made in terms of some locations being overlooked.
I believe we were also told in the future once all the sets were completed and loaded up, potentially renegotiations of things could take place. Which seems to be where we are now, save no Wert on staff.
If there is an IMM willing to look into this project, perhaps the whole shabang is in need of a review from the present religions and said IMM both. Quests to get the sacred armor should have something specific to do with the deity. Each should have some kind of lore that relates to the location of the armor and perhap the quest itself. Each member of a religion could have a say in what this armor was perhap (slot/material type, scripting ideas/appearance), but because it's suppose to be quest'd for I would think the lore be left to the HF(s) who are to be hushhush about it, and then the IMM builder can build the (re)quest independently from what they're given, so the Church would have to hunt for it as a whole.
Personally I don't like the idea of all scripts being equal. Takes the uniqueness out of them, and each deity is unique, and that was among the reasons for setting this gear up. I think perhaps better balance is a better way of looking into it.
I do believe all quests should be equally accessible - which is to say fairly easy for a follower of a Church to go to a well known/prominent place of their religion/pilgrimage site and stumble upon a clue.
I do not feel that any location should be made inaccesable to players to prevent someone who isn't a follower from getting the armor. I do feel that it would be interesting scriptwise if there was some sort of thing that happened if the wrong sort of folks came up though, to attempt to thwart off an effort to take the items... guards, demons, one very nasty Mira magi, and so on. Not guardian tough, but ...
I guess the point of all this:
1. Keeps some higher level unique gear in the game.*
2. Gives the unique gear some lore and purpose.
... Items that have lore and a quest to complete are the ones that would have the possibility of having scripts on them. Sense of accomplishment.
3. Gives some emphasis back to religions
4. Spark more religious RP/PK/discussion/questing/etc.
5. Reevaluation necessary for balance in gear and questing.
*DO recall the amount of higher level gear and material types which are now under greater limitation. This gear was a counter to that change.