First, by merging it into one skill, you can more coherently lump armour together in groups. No longer are things divided by weight, but you can divide them by the technique behind their construction. For instance, Iron, Glass and Daedric are all plate armours, and their behaviour is consistent between them. This allows greater emphasis to be placed on the actual materials used in construction, offering a huge range of crafting options.
Second, because you can link things by construction, you can more coherently define their strengths and weaknesses. Different types of armour have different characteristics. This opens up a few advantages in and of it's self. The biggest one is in damage options. Because you're highlighting the individual characteristics of types of armour, instead of arbitrary weight-classes, you can expand damage types without risk of negatively impacting any particular approach. In particular, you can easily implement Pierce, Cut and Blunt damage types (which runs conveniently parallel to 3 Magic damage types -Fire, Ice and Lightning-) In reality, there's no reason NOT to wear plate, provided you can afford it, but we're not talking about Reality here. The real world doesn't have to deal with Magic. The easiest way to deal with it is to make is so the more metal, the better the physical resistance, but the worse the magical resistance. That idea can be diversified somewhat to make individual armour types more specified, but anyway...
Third, as an offshoot of 2, means that you can diversify weapon types by doing this. Suddenly the differences between Rapiers and Scimitars, Maces and War-Picks, Spears and Halberds, can be represented, allowing each to have different uses and strengths. Combat suddenly becomes more thoughtful and strategic, rather than just being a sloppy slug-fest.
Fourth, it focuses defensive approaches and helps add diversity to gameplay as a whole. If we look at the 3 primary paradigms of the game, the Warrior, the Thief, and the Mage, then Armour becomes the Warrior defensive approach. It's about minimising incoming damage. a PURE Warrior approach would rely almost entirely on reducing incoming damage through things like Blocking, Parrying and Armour, and dealing with problems head-on. The Thief, then, becomes more focused on total avoidance. Between dodging, stealth and diplomacy -It's not about minimising the damage you take, it's about avoiding it entirely-. Mages bridge the two, able to do both, but are limited by their magical resources.
Fifth, by focusing what armour does, you allow other skills to better represent their domains. Stealth isn't determined by your armour skill, but rather your Sneak Skill. Your mobility (including dodging, which should be a thing, even if rolling is silly) is determined by your Athletics skill. You can still have modifiers, such as your armour affecting noise, and total weight affecting mobility, but these impacts are more naturalistic and relateable, rather than arbitrarily linked to specific item combinations.