The way I think it worked before 11690 was that it would include only items that helped to meet the requirement. So in your stench res example, with even weighting, it would have done the better of those that gives benefits at least until the requirements were met... from birthday suit, your items are:
1) +10, no benefit to resistance, eliminated.
2) +6, benefits resistance, kept.
3) +2, benefits resistance, dropped as not as good as item 2.
Where it gets really messy is when people have multiple sets of maximization strings trying to make sure that they can meet requirements. In TheSea, I just maximize for the right combat stat, check to see if we can safely fight with those stats, and start applying buffs if not. In scripts like autoBasement, we have requirements which means that the string can fail and equip... who knows what? When requirements are given to the string and aren't met, mafia doesn't necessarily follow the rest of your maximization request in a logical way...
But yeah. It's not a new problem, it's just something where, anytime someone asks about why their "maximize item drop 3 min stench res" doesn't work to give them 3 stench res, and we explain that they need to put it after the item they want (maximize item drop, stench res, 3 min"), we also need to explain that they'll need to maximize twice to get what they want reliably... maximize stench res; maximize item drop, stench res, 3 min, +current.