My sense is there's too much here. If this is in a game context, there's a risk of too much granularity, which gives a false sense of the differential.
In D&D there are a number of vectors that are represented: AC, smoothness of movement (i.e. whether it causes disadvantage on stealth*), proficiency and STR requirements (as well as weight and cost, which I won't consider here).
* My thinking on this particular vector has led me to two house rules:
1. Armors that cause disadvantage for stealth also affect swimming/climbing checks.
2. Characters get no benefits from long rest if sleeping in medium or heavy armour.
Depending on the mechanism used to hit, what other variables you are introducing, even this list may be way too much. I'd suggest you could reduce the list without losing meaningful granularity. Here, for example, is a list of six for your ten:
LEATHER
SCALE (need not use metal, but can)
CHAIN (covers whole body)
[BREASTPLATE] (covers just torso, keeps easy movement)
LAMELLAR/BRIGANDINE/SPLINT (keeping them separate adds to the perceived effectiveness of Plate)
PLATE ("FULL PLATE")
Other things to consider:
HELMETS -- The One Ring has a great rule that in D&D might be: you get AC+1, but if you take your helmet off during combat you get 2xPB THP. It's heroic!
SHIELDS -- I like a bit more granularity with shields as well. I think a +1 Buckler can be used by anyone, (+2 shields, and if you have shield proficiency you can use other things (lantern, off-hand dagger, cloak) as a buckler. (Tower shields are a different thing again.)