That makes sense and is in line with what I was thinking. However, I was thinking from a monster perspective as well. You are essential eliminating a lot of claw damage. In addition, I know that chainmail works well against small sharks, but doesn't do a lot for you against a great white or tiger. The power of thier bites is to great.
Yes, monsters are a different issue, which I am still working on. But some quick fixes that will probably be permanent:
A creature's attacks reduce immunity and resistance due to armor by one level for each size larger the creature is over the target.
Creatures like great cats tend to go for the throat of a creature. So they may have a special ability that eliminates the disadvantage for a called shot.
The full process for my called shots is:
-5 to hit
Disadvantage on the attack
The target gains a saving throw (usually Dexterity or Constitution) to avoid special effects, the DC is 8 + your attack modifier
If the attempt fails, the target may gain an opportunity attack if within reach
Some examples:
Blind: You attempt to blind a creature by throwing sand in their eyes, knocking their helmet askew, or hitting them in the face. If the target fails the saving throw they are blinded. They can make an additional saving throw at the start of their next turn to end the condition.
Target Pain Point: You attempt to target a pain point, such as the groin, solar plexus, insole, etc. The target takes non-lethal damage equal to the damage caused. If the target fails their saving throw they are incapacitated. If they fail by more than 5, they are stunned. If they fail by more than 10, they are unconscious. The target can make another save at the start of their next turn to end the condition (except unconscious in my campaign, that has a different recovery.)
Target Deadly Point: You attempt to target a deadly point, such as the heart, head, throat, etc. If the target fails their saving throw they are incapacitated. If they fail by more than 5, it is a critical hit. If they fail by more than 10, they are reduced to 0 hit points and dying. The target can make another save at the start of their next turn to end the condition.
Sap: You attempt to knock the target out. If the target fails their saving throw, they are incapacitated. If they fail by more than 5 they are unconscious.
A helmet gives you advantage on saving throws against sap attempts, and wearing armor over the specific point grants advantage on the saving throw against called shots targeting that area. For example, plate armor would give advantage on the saving throws against all of these except blind. But if you were wearing plate armor without a helmet, then you'd have some vulnerabilities.