The problem with club items is they can be dual-wielded. If we're to change them to club items, we'll have to halve the bonuses and maluses, otherwise it's a net +4 Disguise when dual-wielding them.
While I honestly understand where that concern is coming from,
if anyone walks up to me dual wielding a club, I know what's up, since it's at best a medium sized weapon that makes no sense in the offhand. I would buff insight and pop them. Or I would accuse them ICly of fishy behavior and see if they crack under the pressure.
Disguise was such an amazing addition to the server. It's not like hide - you have to roleplay well to keep your ruse up, as well as have good stats.
That, plus the way that the +50 skill cap works, and spot being already adjusted to breach it, I really think that we should try to make disguise holdables work in a way that doesn't sacrifice the roleplaying ruse I talked about. Otherwise we just end up with items nobody thinks are worth using.
Right now the disguise cane is good for ganks at best, and I don't know - that's cool I guess, but I think we should really try to build on the skill in a way that capitalizes on the fact that it actively supports engaging with other PCs face to face.