I haven't tried attaching objects to limbs lately, but I have noticed that we can now rotate a limb while the object is playing. This wasn't possible in DBC, at least not in the early versions -- animating the object would override any attempts to move the limb.
Unfortunately, the limb rotates on its own axis with no relationship to the bone structure. If you rotate his upper arm, it detaches at the shoulder and elbow and spins in mid-air. His forearm and hand hover, disembodied.
This is still a great feature if you want to control limbs that have no child-limbs. For example, a cartoonish character could show a big range of emotion by changing the height and angle of his eyebrows (each eyebrow an independent limb), all while the object's animation is playing.
What we really need are multiple channels of bone animation so our characters can walk and chew gum at the same time with their eyebrows rising and angling at will, without our having to animate a specific "walk and chew gum with left eyebrow raised" sequence. It's been hinted over at the RGT forum that this kind of animation control is coming to DBP, and I think it would really open things up, particularly if you're going for realism.