Uller
Adventurer
Ok, let's do a simple thought experiment. Sir Swifty, the high dex fighter in studded leather VS Captain Clanky the strength based fighter in plate.
Let's compare carrying capacity (numbers based on my own group, YMMV). I'm throwing in 10 pounds of miscellaneous gear because I've never seen a character that didn't have some extra stuff and because water logged clothes/boots are heavy.
Sir Swifty:
Studded Leather 13
Shield 6
Long Bow 2
Rapier 2
Miscellaneous 10
Total Weight 27
Strength 8
Carrying Capacity 120
Percent of Capacity 23
Captain Clank:
Plate 65
Shield 6
Long Bow 2
Long Sword 3
Miscellaneous 10
Total Weight 86
Strength 20
Carrying Capacity 300
Percent of Capacity 28
Why penalize Clanky for having 5% more weight as a percentage of their carrying capacity? And this is close to a best-case scenario assuming minimal gear with no other weapons. Give Sir Swifty a reasonable amount of equipment characters seem to always carry or a feat and throw him in medium armor and he's much worse off.
I don't see how it is punishing Sir Swifty. It's keeping them equal. Let's assume both characters are proficient in athletics and a +3 bonus. Sir Swifty has a 12 str. So he gets +4 and Clanky gets a +9. I call for a DC 10 swim check. If you go with my original suggestion (min DC is the AC of armor worn), Swifty needs to roll an 8. Clanky needs to roll a 9. If you go with stick to the same DC but impose disadv for armor with the stealth disadv then Swifty needs a 6 (75% chance of success) and Clanky auto succeeds on the easy check. If you make the DC higher for harder situations (say 15), then Swifty needs an 11 (50% success) and Clanky needs a 6 with disadv (about a 56% chance). So it seems to me that using armor gives the result we would naturally expect. The stronger character in heavy armor has about the same chances as the weaker one in lighter armor. Put a weak character in heavy armor and success becomes tougher.