The more straightforward approach, I think, would be simply to make new glove/shield tinkers that provide the same basic effect as the desired weapon tinkers, which is the route I'm going with my new Combat Tinkers for Gloves and Shieids addon. Currently we're adding the following tinkers for gloves:
- Shocking Knuckles (based on Shocking Edge)
- Explosive Knuckles (based on Thunderclap Coating)
- Incendiary Spray (based on Incendiary Groove)
- Silver Knuckles (based on Silver Filigree)
- Poison Knuckles (based on Poison Groove)
- Winterchill Coating (based on Winterchill Edge)
- Arc Discharge Coil (based on Lightning Coil)
- Knockback Pistons (based on Thunderclap Coating)
- Silver Plating (based on Silver Filigree)

I don't think I've exhaustively covered every possible permutation of weapon tinker to glove/shield tinker, so naturally I'm taking requests for any that people think I should add. One thing I do want to be careful about, though, is that our new combat-based glove/shield tinkers should only have an effect in actual unarmed or shield combat. I've confirmed, for instance, that Shocking Knuckles won't shock the target if you hit it with a weapon, but will if you punch the target. Crystal Edge's crit mult boost, by contrast, doesn't appear to be confined to the weapon it's attached to, so if we made a corresponding Crystal Knuckles tinker, a tinkering Berserker could "double-dip" on crit mult by using both tinkers, which isn't really what I'm aiming for.
[And for obvious reasons (like requiring Embers
