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Any system that allows you to tell friend from foe shouldn't be free.
My proposal is a tabard that can be crafted specifically for identifying players. From a tech standpoint, you'd probably want the crafter to be able to specify a primary code that can be used for identification purposes, as well as a color and maybe symbol for aesthetics. The tabard would provide a hashed version of the code for passing to other players, so they can configure the wearer to be friendly.
Ideally, the hashed code would be available for viewing when looting a husk, but the tabard itself would be unavailable for looting. This would allow enemies to steal the code for identifying foes.
Finally, tabards carried in the inventory could be looted from husks and worn to impersonate friendlies, and potentially the original code could be sold to enemies by traitors, or the tabards could be supplied, etc.
As far as bluff and/or disguise go, the hashed code could always be some number of characters long like 32, because that's a great number. Depending on distance, only a part of the code is transmitted to viewers, like 4 characters when they just appear on the minimap. As they get closer, the number of characters known by the viewer increases until the full code is known at 10 yards or something. Perception could change the distances (I'd like it if perception affected the range the minimap could see, but I'd bet there are technical limitations on that).
By doing this, bluff and/or disguise could allow you to create a tabard with a specific hashed code, but your skill (plus a random number) affects how many of the characters from that hashed code are actually correct. This way, at far distances, you could pass for someone wearing an friendly tabard, but the closer you get, the more likely someone sees through your disguise.
On second thought, T1 +0 tabards could have as few as 8 characters for the hashed code, and additional +'s and tier levels would add to that number. Probably make it so that 4 characters are visible at maximum range and then the last two are visible at minimum range, with the remaining characters spread out over the distance between. More characters means faster recognition of enemies as they approach under disguise.