Now, about clothing holes.
Do not just scale the border edge onto itself, collapse it.By doing so, you reduce the polycount of the created geometry( by that I mean "the cap" you create to close a hole) by half.
When you create new geometry, unwrap it. When you import the mesh in s4s, it splits it along the borders of uv islands to prevent dark shadows. If it is not unwrapped, the shadow will stay.
When you close holes, a sharp edge is created. Mark it as sharp or split it. This will ensure there will be no dark shadow around when you bake texture.
However, do not split the mesh before transferring weights. Even if two vertices have identical coordinates, they may get different values.
1). switch to vertex select mode;
2). make sure Limit selection to visible is disabled;
3). holding Alt, click on one vertex at the middle of that bottom...cap you closed the hole with to select the vertex loop;
4). Alt M - Collapse;
5). Select - Select more/less - more to select the whole cap;
6). Switch to orthographic ( 5 key) top ( 7 key ) view. Switch to Shading/ UVs tab, Unwrap - project from view. Make sure to do it with the texture set in the background in the UV editor ( like it is right now but was not when you imported your mesh in the scene) or else it will be stretched vertically ( the default form of the uv spaces in square, while the sims 4 textures are rectangular ) ;
7). do the same for sleeves;
8). Alt-select these sharp edges and mark them as sharp in Shading/ UVs tab - Shading - Edges - Sharp