No, my point is that game's should logically become easy/easier if you actually follower their progression systems, and if you want to make the game harder, don't min/max.
What Broken Steel did you play? Because one of the most common complaints of Broken Steel is that Overlords did so much damage that no amount of armor of armor was enough, and that they could easily kill you.
Part of what killed my motivation to replay NV was how badly the armor system was designed, there was no point in replaying it to try new things, as all things ended up playing exactly the same due to how broken DT was. There was never any real sense of progression in getting better armor, All of the possible weapon/armor combinations were rendered entirely superficial ones.
And armors already do that in a DR system.
Light armor
Pros
-Weighs less, taking up less inventory space.
-Doesn't reduce movement speed.
-Doesn't make a lot of noise, making sneaking easy.
-Easier to repair, as its easier to find items to repair it with and it costs less to repair.
-Fast stamina regen.
Cons
-Doesn't resist a lot of damage.
Heavy armor
Pros
-Resists a lot of damage
Cons
-weighs a lot more, taking up lots of inventory space.
-Reduced movement speed.
-Makes a lot of noise, making sneaking difficult.
-Hard to repair, as replacement items are rarer, and merchants charge a lot more to repair it.
-Lower stamina regen.
This is the system of stat tradeoffs that every decently balanced game uses. All DT does is remove the one con light armor has to make it objectively the best in all situations. DR actually makes its useful over heavy armor in many situations.
Not really, for the reasons I listed above, light armor offers significant bonuses over heavy armor, regardless of not having the best defense rating. Your examples are flawed because they try to reduce armor to nothing more then a damage resistance item, when they are used for far more things then that.
Whats more, is that your comparisons to Skyrim are flawed because you keep trying to compare orcish armor, a heavy armor, to other heavy armors, such as Daedric/Dragon, and then say Orcish doesn't offer any unique stats.... it wouldn't, because they are both the same kind of armor. This is true in NV as well, where Enclave PA is objectively the best heavy armor in the game, and far outclasses all other heavy armors. You keep shifting between an argument of "light vs heavy" in NV, to one of "heavy vs heavy" in Skyrim, and then keep trying to equate the two as being the same.... they are not.
I've never heard anyone say not leveling is a good strategy in Skyrim, in Oblivion that was true, because of the poo level scaling, but not in Skyrim.
And no medium armor is worthless, its always a worst of both world situation of nothing but cons.
-Can't offer the damage negation of heavy armor.
-Can't offer the movement freedom of light armor.
-Can't offer the sneakyness of light armor.
-Can't offer the stamina regen bonuses of light armor.
etc. etc. Medium armor is just this weird middle-ground where it does nothing well, and thus s made largely unusable for anyone playing a specialized play style.
Except how they use said mechanic is vastly different, and that is what matters.
Skyrim's DLC monsters fit into the next logical stop of scaling progression, and give said enemies armor and visuals that make their slightly stronger nature logical. Many people barely even noticed the new kinds of Falmer added in Dawnguard, because they fit so well into the established leveling curve that their increased power was only barely noticeable as they just FIT into the rest of the game. The new kinds of enemies all ft into the logic of the base game, making the whole experience far less noticeable "gamey" as one typically gets in end-game DLC.
Fallout 3 and NV's DLC don't do that, they just throw in vastly stronger monsters that break the natural level scaling curve of the base games in favor of ULTRA STRONK! enemies. Which is why we get idiotic stuff in NV like marked men being 10X stronger then a base game NPC wearing the same kind of armor, and ghost people with almost as much HP as deathclaws. And how Fallout 3 has the infamously powerful and hard to kill Albino Radscorpions, Super Mutant Overlords, and Feral Ghouls Reavers, and why Swamp Folk were as strong as super mutants. None of it makes sense, it was just poor scaling for the sake of throwing bullet sponges with high damage at you for the typical MMO style "end-game" experience.
Fo3 and NV were just artificial difficulty, Skyrim actually tended to keep all its enemies HP, armor, and weapons consistent with logic between the base game and DLC, making the world far more narrative cohesive.
I have no problem with difficulty in my games, I have a problem with difficulty that only arises from illogical artificial damage and HP bloats. and no, Skyrim's DR doesn't make you killable, that's been proven objectively false so many times by now I don't see why you keep saying it.
Except it isn't changing the argument at all. Making heavy armor takes less more to die from something =/= immunity from that something. I honestly don't know where you are getting such absurd comparisons from. You are aware there are more stats in armor systems between "everything does everything the same" and "one makes you 100% immune"?
So you are saying that highly advanced PA which is designed to resist mostly everything can resist mostly everything, but still make you killable?
Plenty of RPGs from BG to FF. Many monsters use TACTICS that make those 11 hits basically unavoidable the first time you fight it, requiring the player to actually have to think about how to fight it next time. It requires far more thought then "walkling along, get shot, instantly die, reload"
I see more of a problem in everything just killing you in one/two hits. If the only way a game can kill you is by making everything kill you in one hit, and faster then people can normally spin around and find the enemy shooting at them, you typically have a poorly designed game on your hands. Getting 5 and a half shots off with something in 60DR power armor with an AMR isn't exactly slow either, you can do that in less then 30 seconds. Good games kill the player through enemies using complex strategies, not by making everything just kill you in one or two hits.
No, not at all, because an NPC can fire the AMR at the same speed you can, you can get two shoots off in less time then it takes for someone to turn around and react to it. Its the difference between "you die instantly" or "you die before you can really do anything". Which really isn't a noticeable difference at all.
What AMR are you using? it fires fairly quickly, you can get several shots off before an enemy can even react to it, and they are usually dead by then. Especially if you are using the AMr as a sniper weapon like its meant to be used, and you are far outside their attack range.
Its because it isn't smoke and mirrors, its the same % based system most game use because it works. All the problems you just listed off are problems of overpowered companion perks, which should be removed, and and overabundance of healing items such as stimpacks, which should be greatly reduced. You are trying to shove poor balancing in other areas onto the armor system, and blaming the armor system for those things. all of your comparisons are flawed or fallacious.
Your idea of difficulty is the same a "reloader" games like Dark Souls, where the game is only challenging because everything can kill you in 1-2 hits, thus forcing you to reload and play the same content over and over until you manage not to get hit. That doesn't require a lot of thinking or skill, just boring tedious reloading.
True difficulty comes from enemy groups using multiple kinds of weapons that cover all the various weapon categories, and complex tactics that make killing all of them, before they can get all the shots they need to kill you off, difficult. Not from enemies simply being able to kill you in one/two hits with any decent weapon. DR allows the former, DT is simply the latter.