Matter of opinion. At the moment, many people are convinced that Dodge is better and often fight wearing nothing but tunics or silk/leather. Of course every now and then someone claims that heavy armor/block is obviously superior, which I take as a sign that both heavies and lights are equally viable yet distinctive.
You shouldn't take at a sign, you should actually know. The thing is, why are you talking like dodge and heavy armor are mutually exclusive? They work excellent together and all that silk stuff is the matter of metagaming. Let's take that first char, 10 dex, 7 con, 8 dodge. With 5 unoccupied spaces, he'll give 124% penalty to the enemy attack. That's without counting training - that assassin has 12 points of it so that's 136% actually (and he should've taken some beatings at raider camp - would've been good for his health).
Then let's take an average enemy. Well, I'm not a hardcore fan so I don't know the enemy stats, but something like 8 Str, 8 Per and 6 skill should be fine, right? With the basic 50% chance, that's 150%. So the to hit chance would range from 26% (with no training or, more likely, no free spaces) to 14% to 9%. Give or take bonuses from their weapons and fast attacks and the penalties from your aimed arms attacks (which you're pretty inclined to do when fighting in silk).
And the actual differences here are huge. 26% means 1 hit every 4 attacks - you get slaughtered in silk. 14% is better, but still 1 hit every 6 attacks - depends on the amount of foes. 9% means 1 hit every 11 attacks - yeah, that beating at the raider camp has suddenly doubled your effective health pool. And at 5% (he should've probably went for 10 dodge instead of 10 crafting) it's once in 20 hits, with 7 con, that's nigh immortality. Unless you have bad luck, but that's nothing that reload doesn't solve - dodge is reload-prone anyways.
So yeah, silk is pretty cool when you overlevel your foes. But, to be honest, wearing silk is pretty much the same as being naked - it's not like that 1 DR does much for you as the whole idea is that it doesn't come into play often. Anyhow, against tough foes, those crazy 5-10% percentages should be hard to achieve (especially when you're surrounded). And that's when heavy armor and dodge combine splendidly. If you have 45 hp and 24% hit chance of the foes, you probably die in 4 hits. Depends on the source of the hits, of, but, as the crit for the foes will be rather high, that should be about it. So it's, like, 16 attacks and you're toast. On the other hand, against the weapons of the same material, imperial armor seems to provide at least 66% overall damage reduction. I'm speaking extremely roughly, mind you. And it's also a huge critical hit reduction - loss of 50% is no joke. So, even with enemy hit chance becoming 54%, they'll need much more hits to kill us. At least a dozen, I'd wager, so that's 24 attacks minimum. I mean, even 10 strength two-handers do about 5 dmg on the average vs the imperial armor, so that's 9 hits at best - weaker weapons/foes will have more issues. So probably more like 30. And keep in mind that less criticals means not having to suffer their debilitating effects - for the dodge guy, for example, getting hit by the hammer knockdown (which rolls against CS, right?) pretty much means insta-death. Sure, you're attacking slower in the imperial, but not twice as slow - it's 50% attack speed loss for double the survivability, that's a net gain.
Another thing is that imperial armor is actually the so-so choice and the top-dog is the Lamellar Ordu - the character in question would've been able to craft a meteorite one with 12 AP limit and, like, 10% penalties? So for him (in tough conditions) it's either 1 DR, 24% enemy hit chance and 12 AP or 13 DR, 34% enemy hit chance, 12 AP and 65 vs CS. But those are the joys of crafting of course.
Also, we're talking about the ideal conditions for the silk guy here as that build is all about fighting underleveled foes - when fighting your equals, those sweet 5-10% are nigh unreachable because of the basic 50% to hit chance. Heavy Armor scales much better because the damage your foes do doesn't change as wildly as their hit chance.
And, well, returning to the light armors after a, erm, short derail - the problem of manica, lorica segmentata and such is that they really fall out of place in-between these two. No strong points to play on, just mediocrity. Well, with high crafting they become strictly better versions of silk armor but then, well, with high crafting Ordu Lamellar is a strictly better version of silk armor. Light armors actually suck with crafting as they can't really exploit its bonuses well.
TL;DR version: just play through the Teron as the honest dodger in silk and as the dodger in the imperial armor.
And the problem is? Not arguing with you, just curious. You say you want to play a precision, low STR fighter. You can. You want to rely on Crits. You can.
Not really. Even between 6 and 10 Strength, it's a 20% critical chance difference. That's huge. If we kill foes via crits only, that will mean, say, 30% vs resistant foe and 50% vs resistant foe. That's either 3 hits for crit or 2 hits for crit. That means I need more than a half of extra attacks (assuming the perfect accuracy) to achieve the same effect. Even 70 vs 90 is 28% extra attacks - very considerable.
It's not even about mine ultra-low build - the very point of the daggers atm is that they are tied to the aimed attacks. And while daggers are Dex based, 2 aimed attacks (legs and arms) use STR and 1 (torso) uses Per. And mind you, Torso attack is kinda so-so because of its cost. And Arterial Strike isn't even counted as an aimed attack, it seems(which makes it a rather bad option once you find something like an Arbiter). So, answering the:
As for spamming the same attacks, I use legs attack against dodgers to lower their defense, then go for the artery if I need damage and chance is high. Or power attack if the artery chance is low. Or fast/flurry for low armor opponents, arms if I'm low on health and I need to disarm the guy to move away.
Usually, depending on your stats, you'll have one or two super-efficient attacks. And it seems that spamming them from the beginning of the combat leads to much better results than using the "correct" choices. I.e., if 10 STR dagger master starts using aimed arms from the get go (or legs& kiting against dexterity armed guys - thankfully, they both use STR), he doesn't even need flurry or power or anything else. He'll just drain them down eventually. It's gonna be slower but much more safer. Or, if you have 10 PER dagger master, aimed torso becomes your go-to option (especially if you're a crafter and have fast access to the 10 AP Llamelar Ordu) - better than the arterial strike because bleeding doesn't stack and -1 con does.
And, when it comes to the flurry/fast, aimed legs is also generally better - with the Arbiter in picture, the doubling of critical chance really makes the difference here. Couple of legs crits and their dodging goes out of the window, pretty much. Well, you can use flurry after that, of course.