To give a more concrete example of how the original armor system could theoretically scale well but wind up in "What should I do?" circumstances:
The first table assumes you are equally proficient/damaging with every weapon, i.e. the weapons all do their "base" damage with no modifiers. Relevant information:
DMG* = Damage Multiplier, per hit
Min/Max Dam = What it says, currently set to identical values to make editing easier. Values are arbitrary, differences between values are not.
Rate = Attack rate, though if it says DWF = 2, that means they can strike at twice the rate. In practice, two "fast" weapons will attack three times for every two times a pair of non-fast weapons attack, and three times for every one that a 2H weapon attacks. 3:2:1.
DT- = How much DT is negated by the weapon as a base value. This scales with DMG* to prevent the value from becoming irrelevant. Piercing weapons only.
MDTDT = Minimum Damage Through Damage Threshold. Multiply this by the initial damage to determine the minimum amount that will get through armor, no matter how high the DT. Proportionally increases with weapon size and is doubled for crushing weapons.
DWF = Dual Wield Factor. 2 = Yep, they can be.
As the spreadsheet hopefully indicates, things scale pretty much as you would suspect, but it is a graduated process. At the very top and very bottom ends of the spectrum, the right tools are pretty clear... assuming all of your DMG* are equal. The second table shows what happens when a small range of DMG* variability is introduced into the equations. As the DT rises, it still
kinda sorta holds up, but there are aberrations: Fast Piercing weapons are much more dominant in the mid range from a 20% increase to damage and an additional 4 points (20% of 20) DT bypass. In some cases, the differences are minor, but in other cases, it makes a significant difference.
And ultimately, those DT values at the top and the names that correlate with them are base values. When you see someone in mail, you don't know that mail has 30 DT. It may have 35 DT. Or it may have 40 and the target is wearing a ring that grants +5 more DT.
To be clear, I think this is a neat mathematical system and it's fun to play around with in spreadsheet, but I think it does pose some problems for players who are making tactical choices in a 6 vs. 6 (or more) scenario. I'm also not saying that the problems can't be solved, but I had tried a number of approaches and wasn't coming up with very satisfying solutions.