DR seems to be all or nothing
Either they bake it into the system from the start, in Core, or they drop it. I hope it makes it in there, as DR is already used by many monsters, largely to make up for their crappy AC oftentimes that fighters can easily hit anyway.
A rogue with 18 Dex and leather = 17 AC, is not the same as a fighter with 16 dex and scale armor = 17 AC, because leather has higher movement speed, less penalties, and having higher Dex gives you better initiative, higher reflex, and so on.
Why not make Reflex like the old AC stat, and similar to touch AC, and AC is just a DR value based on the type. Forget weapon types vs AC, that does get too complicated IMO (though as an optional module for those simulationists, heck yes). Actually, I'd like a balanced armor / defense system (i.e. not favoring Dex-is-god like 4e does), that incorporates DR as an optional system, but where they took the time and did the math. Or as a an optional book entirely. But plan is from the start, to interact with the rest of the flat math progression. I don't see why DR vs melee weapons or spells can't be variable, in this optional system. Even vs weapons, if you like that type of simulationism. At the very least, having high AC vs puny goblins where they can only hurt you on a crit means it will indeed be the heavy fighter wading through them. The rogue's sneak attack damage should add enough to his total to affect the heavily armored guard well enough, and he should have some abilities to have a high crit range when his opponents are not aware of him. This gives a classic rogue feel while allowing fighters in heavy armor to not feel like they spent all that money and effort to have the same defenses as the lightly armored rogue. 4e system = not realistic, at all. It's more complicated, and in exchange ended up being less realistic at the same time.
That's what I call a lose-lose. Most uber defense builds in 4e do not use plate armor. That's broken, IMO.