The point is we want morrowinds armor system or even better more options to suit up our character wether their cosmetic or helpful.
People like customization.
I agree on that. The reason I didn't like the removal of the pauldron slot and combination of left and right gloves is not because it was simpler, despite what some on these forums seem to think, more complex does not always equal better, and simpler does not always equal worth, sometimes, simpler is simply simpler, what's important is how it impacts the game as a whole. But reducing the amount of armor slots in Oblivion meant players had less customization, and that's why I want a return to being more like Morrowind in this regard, still, I know that's not what this thread is really about.
I actually wouldn't mind a more complex take on armor, because this could potentially put more weight on the choice of armor, and encourage players to wear whatever kind of armor best suits their character or the situation there in rather than whatever has the most defense. In both Morrowind and Oblivion, armor pretty much made a linear progression from low defense items to higher defense ones, and there really wasn't any reason, aside from aesthetics, to continue using a weaker armor if you acquired a stronger one. Maybe once you start dealing with enchanted armor, you might sacrifice the quality of the base item for enchantments you have a greater use for, but when dealing with mundane items, there's really no advantage to not immediately upgrading if you find an armor that has greater defense. One way to reflect this would be instead of just giving all armors a generic "armor value", there could be a number of different damage types in the game, like piercing, slashing, and such, and different types of armor could, instead of just having a generic "Armor" value, offer different levels of defense to different types of damage. This way, not only is there a bit more strategy to choosing what armor to wear, if done well, it would also effect the choice of what weapons to use as well, by extension, since certain weapons would be best against enemies with certain types of equipment, and I'd say that would be a good thing as right now, there's only slightly more strategy involved with choosing weapons than choosing armor because at least with weapons, the attack speed and reach of your are also factors, as well as whether it's one or two handed.
Also, armor should put certain penalties on stealth and movement, and no matter what skills you get, these penalties should never be negated, I understand that in Oblivion, the weight of your boots effected your ability to sneak, but it seemed pretty minor at best, and one skill perk removed it entirely, now, certain skills could reduce these penalties, but they should never be eliminated, this way, depending on how you want to play your character, the choice of armor might differ, as different types of armor should have different penalties. After all, glass armor may have the best defense of any light armor, but I can't imagine wearing a suit made out of shiny green volcanic glass is going to help you remain hidden very well, leather armor would be a much more appropriate choice for a thief. And playing off this design, I'd say that instead of the linear progression from weak armor to strong armor, we could rather have each "tier" of armor have more than one type, each with its own advantages and disadvantages, ideally, the game should be designed to ensure that there's appropriate armor to suit all character types, and players actually have a reason beyond rules set by themselves for the sake of role-playing to choose something appropriate for their characters.
Technically, and I'm being realistic here, armor SHOULD only have one value - damage resistance. Think about it. Just because I'm wearing a full suit of crunked-up bat[censored]-insanely awesome Daedric armor does not mean that the ebony battleaxe on a collision course with my torso is going to miss. Damage threshold is irrelevant. It's still going to hit, but the DR will mitigate how much of that damage is actually taken (as armor would).
I think the logic of having armor somehow make you more likely to dodge in some rule systems is probably that it doesn't actually help you dodge, but rather, when the attack "misses" due to your armor, it does hit, just fails to pierce through your armor entirely, and doesn't hurt you, in a pen and paper RPG, that looks functionally similar to dodging, I suppose, still, in a game like Skyrim, I'd say it would look pretty awkward if it was like that, if an attack hits but gets deflected by armor, I expect it to look like it actually hit, but failed to pierce my enemy's armor, if an attack misses, I expect it to not look like it hit at all, not just seem to hit, but have no effect as though it just passed through the target.
But there are ways to give armor more stats than just straight up damage resistence than just having something like "armor class".