@Krixus on #2 I was able to create a side by side tooltip comparison but it is large and hacky lol. So proceed at your own risk. I got it working pretty well though at this point.
I created a Menu for each equipment slot, so it has a Single equipment menu part only showing that One slot with a Description part at cursor (with offset to have it appear beside the real tooltip HUD, I ended up using a script on the UI Box prefab for more control over the limit to screen functionality and offsets). The description part used identical visual setup to the tooltip HUD so it looks like the same thing (Same background image, same Ork Status Text content, etc). I also added extra space above the top for an image and "Currently Equipped" text like you see in most games.
Schematic called from the UI->HUD-> Equipment tooltip -> open schematic
(Ensure HUD is only for Equipment via Tooltip Checks)
Use local selected data -> action in the schematic, this provides reference to the equipment in inventory that is calling the default equipment Tooltip HUD.
Then I used Check Equip Item Type -> selected data action , to determine the equipment slot (this is trickier if your equipment goes in multiple slots) so like if the Item Type was Light Feet, Medium Feet, Heavy Feet then I would Call Menu -> Single Equipment Feet Menu which only shows 1 equipment slot, feet. (This is probably easier to do in script, checking the item type, rather than check/fork nodes but it does work in schematic). Obviously this is easier with Use Sub Types if like the item type Sword and Axe etc are all children of the type Weapons, then you are only checking one type for one slot.
If the item type was ring, then I would check if equipment slot is equipped and if so open a menu for each ring, the farther one having a greater offset, so there are actually 3 tooltips in a row, and I can still show both rings that are equipped or just 1 if only 1 is equipped.
Then have to have a Close schematic on the Tooltip HUD as well that closes all the Single equipment menu screens so when the tooltip moves off, it closes whichever menu was open next to the Tooltip HUD. I had a bit of an issue with them not closing. I have a small gap between my inventory container slots to trigger the close, and also in the Open schematic, I would close them first before running through opening a new menu.
I had an issue with when changing the Menu User with the normal Menu User part in my equipment/inventory menu it would not update for the tooltip HUD schematic, tried using menu user changes in HUD clicks and some other ways and could not get it to work. Eventually ended up storing the new user to Global Selected Data so any time that user change menu was used I had an updated source for the schematic. I think the Menu User is not passed to a schematic of a HUD, it's only passing the HUD user (in this case the equipment shortcut) and like UI stuff, so I had to get the overall Menu user combatant a different way. This was awhile ago so I don't recall everything I tried, but I ended up here and it works shrug.
Edit to add, an In inventory container node to check that the equipment is in inventory before continuing with the schematic so that side by side does not occur if the equipment is from the equipment menu part.