Dalamar
Adventurer
Time for some math!
Comparing the kevlar vest (SOAK 5) with the basic battlesuit (SOAK 8) against a skilled attacker (2d6 from skill for the damage), with both target and attacker being Grade 5... the battlesuit wins in pure damage numbers. Providing that the only relevant exploits the attacker has are Deadly Strike and Aim, no configuration of attack/aim/exchange for damage provides a higher expected damage value against the battlesuit than a different configuration against the kevlar vest for a single attack. Though for standing still and attacking twice (and having Deadly Strike), the kevlar vest does expect to receive a little less damage (combined 8,75 points versus 9,752 points).
My calculations do not take into account any special ammunition, but if the basics yield expected results, I would suggest it is the ammunition that needs to be looked at, not the basic armor rules.
Also, whether it is worth paying several times as much for heavy armor is a different question. It does leave the character more vulnerable to being tripped, disarmed, etc., but in exchange it offers several more upgrade slots. Perhaps, then, the way to equalize the armors is to create more cheap upgrades to highlight this capability of heavier armor. This would also combat the disparity between higher quality light armor and lower quality heavy armor, as each upgrade gets its price adjusted.
Comparing the kevlar vest (SOAK 5) with the basic battlesuit (SOAK 8) against a skilled attacker (2d6 from skill for the damage), with both target and attacker being Grade 5... the battlesuit wins in pure damage numbers. Providing that the only relevant exploits the attacker has are Deadly Strike and Aim, no configuration of attack/aim/exchange for damage provides a higher expected damage value against the battlesuit than a different configuration against the kevlar vest for a single attack. Though for standing still and attacking twice (and having Deadly Strike), the kevlar vest does expect to receive a little less damage (combined 8,75 points versus 9,752 points).
My calculations do not take into account any special ammunition, but if the basics yield expected results, I would suggest it is the ammunition that needs to be looked at, not the basic armor rules.
Also, whether it is worth paying several times as much for heavy armor is a different question. It does leave the character more vulnerable to being tripped, disarmed, etc., but in exchange it offers several more upgrade slots. Perhaps, then, the way to equalize the armors is to create more cheap upgrades to highlight this capability of heavier armor. This would also combat the disparity between higher quality light armor and lower quality heavy armor, as each upgrade gets its price adjusted.