Saeviomagy
Adventurer
There's a best option. At the start of the fight, the players crunch the numbers and choose the option that does the most damage. That's the extent of the gameplay added here. Do some maths, hit harder.It's not just a "best" option. It's a best option for a specific job.
Good thing you have 30 archers and 30 slingers and they somehow can't all be on the battlements at once.Like my example from 2E AD&D with the gnolls earlier in the thread. If you are protecting the a keep on the borderlands, knowing that the gnolls are on the march and likely to storm the keep, you'll want archers on the battlements if it is likely that the gnolls are wearing leather armor. But, if you know that the gnolls typically wear chain, then you are better off manning your battlements with slingers.
Again - this is exactly what I mean above: you do some maths at the start of combat and hit harder as a result.
Also - slings doing more vs chain than arrows is idiotic.
Those already exist. All of your versions of different performance vs armor are just changing the damage output and making people do maths in order to do the most damage. If you implement such a system, you just reward people for carrying a golf bag of weapons and doing maths.The choice doesn't always come down to one best option. You've got to consider the weapon's ease of use (Speed Factor), it's likely damage, whether you can use a shield with it, how it performs against the type of armors that you are likely to face, and then figure what's best for you.