Short Answer:
Good catch, I noticed a naked one the other day. The bug is fixed for the next time I do an update.
Long Answer:
The original bug was caused by the fact that 0 AC clothing was included in the list of possible armor types. The problems is the AI only looks at base AC and since clothing is zero, will not equip zero AC clothing, hence the bug.
This was fixed by removing the 0 AC clothing, but the problem is it's hard to tell just from the script what is and is not zero AC because you have to go by resefs which aren't descriptive. A few were missed on the first go around to remove all the zero AC stuff.
Recently I revisited the script and found there was still some 0 AC pieces in the mix and removed them... but I forgot to update the number of entries in the list, so it's possible for the RNG to land on an empty entry and not spawn clothing.
This is fixed in my build version of the module, and will be updated the next time I do an update. Or, if someone else is doing an update just open up sk_ab_armr_table.
int nMaxArmr = 15; // <--- Change this to max number of entries in table
Change that variable to 10 and it's fixed.
Edit: I forgot to note, you'll also have to open sk_ab_spawn and recompile that after you edit the armor table.