Sure
As you know, there are two ways to make an NPC: the old one requires you to create the naked NPC and then equip him every item.
This is also the most suitable one for NPCs with human aspect, because the equip will be also displayed on the paperdoll.
This method is more complicated, because it requires you to edit npcdesc.cfg, equip.cfg and then match all together on the AI.
I think for this reason, somebody invented intrinsic weapon and armor: they have some advantages:
- they can completely be defined inside the npcdesc
- they will be created automatically by the core, no script support is needed
- they will not worn out
- they will not be unequipped by mistake (just think of a disarm hitscript)
- the intrinsic armor does not take armor zones into account: it covers the whole body
- they could be mixed together with the old method someday (by now, this leads to unexpected behavior

)
This new system gave much more flexibility on the creation of NPCs: just imagine a dragon: it is not really wearing any armor or weapon, but yet it has an intrinsic one (its hard skin and its claws) that can't be unequipped and never wears off.
What was the problem: if you wanted an NPC to also have parrying and wear a shield, then you had no other choice than to use the old system. By example, imagine a rune beetle: it has a shield, but yet an intrinsic one, since it is part of its natural armor.
What I've done has been simply extending the already existing "intrinsic" concept to the shield, to allow for more flexibility in NPC creation.