You dont care about the icons or you just don't want to have AWKCR as a master because you dont use it/like it. Follow this guide.
Step 1:
Load the patch you want to work with In FO4Edit (I use v4.0.2), In this case I will use the CROSS_CoA.esp REPLACER patch, it is the same for the STANDALONE patch or other patches.

Step 2:
Look for the keywords from AWKCR in the "Instance Naming Rules" section first, they all apear with this prefix "_Clothing" or "AEC_cm" etc. Delete them.
As you can see in the image below this patch only adds AWKCR keywords for the Jacket and the Gloves this is important to remember for the next step on wich we will modified the armors.

Step 3:
If you remember from step 2 you have keywords added for the gloves and jacket, look for this two items in the "Armor" section on the mod. Check each piece of clothing and look in the "KWDA - keywords (sorted)" section, check the picture below, there will be one keyword for each piece of clothing, delete it, only change it if you know how.
Remember the prefix "_Clothing" is from AWKCR if you have doubt press ctrl and right click the keyword that will let you see the origin of the keyword.

Step 4:
Once the "Instance Naming Rules" and the "Armor" records are done check the last one: "Constructible Object". In this record you only need to find the recipies for the Armors they usually start with the Editor ID: "crosscobj_craft_" and end with "Chemlab" or "CyberLab". We only need the recipies for the Chemlab. Check the pictures below.
In this patch we have 11 constructible armor pieces so we need to remove or change the keywords on each.
Look for "AEC_ck_ArmorsmithCraftingKey [KYWD:FE001851]" found in the section "BNAM - Workbench Keyword".
And the keyword found in "FNAM - Category (sorted)"

If you want to change the recipie to the "Tech Lab" in Horizon you can add the keyword: "WorkbenchTechLab_Arc" for the Workbench keyword, I recommend using for the category "RecipeTech_Equipment "EQUIPMENT"" Keyword: , or you can make your own keyword for the category. If you do this Z_Architect.esm will be added as a master.

Step 5:
Once there are no keywords from AWKCR in the mod you have to right click the plugin and select "Clean Masters" the dependency will disappear, save the plugin and you are done. If it does not disappears it meas you still missing some keyword from AWKCR.

FAQ
What will I loose from removing the AWKCR as a requirement?
No Icons on some armors mostly Gloves, Overcoats and Gas Masks.
Why dont you use other method to incorporate the icons without AWKCR?
1- Because it would involve creating new records into each patch only for the icons to appear, when updating each patch to a new Horizon version I would have to remade each keyword this would be kind of a pain in the arse.
2- I like to be able to build all my clothing added by other mods in a central place wich is the AE workbench so the Tech lab does not get overflowed.
3- Horizon does not use all the icons that are available for clothing in the game like gloves, since Horizon has no gloves at all.
Why dont you make two versions of the patch one with AWKCR and one without it?
There are already 2 versions of each patch, one is a esp replacer and one is a standalone plugin, there are 8 patches in total so far so when a new version of Horizon is release I have to update 16 plugins, IF I made another version without AWKCR I would have to update 32 plugins so is a no no sorry.
Why do you made this patches if it is too much work then?
I like it ;)
4 comments
I am in the middle of purging awkcr from my mods, without your guide I would have no idea what to do.
I am working on Super Mutant Redux, do I also need to deleted (Remove) the "OMOD:" & "ARMA:" prefix ID's (They are in the Armor section)?