Yeah, some rare superartifact should have badness = 0 (or even -100) to prevent any stupid auto-equipment ideas. The thing is, probability of buying of some item and its priority for auto-equipment are different things. You can merge them if you want to, of course, but this will be simplification.
A girl should have no way of getting a rare superartifact unless you give it to her but badness = 100 will make sure that girl will never buy or equip the item. I am not sure that I understand how they're different... I'll add another optional field called eqchance (chance to equip), if not specified, it will be same as badness.
One more thing, by chance to acquire the item you mean the chance to have this item available for purchase in the shop as well?
Yeap
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Ok, I have a basic class setup, tomorrow plan is to write a function that imports data from xml to class, then all required methods for logic. Last I will have to figure out if this system is to different from Alkion's to borrow Elionts GUI from there, if possible I'll use that code, if not I'll have to write new one

I am going to catch some sleep, let me know if there are any more ideas/addons.