My suggestion(not that anyone would want to read YARAS- yet another ridiculous armor system ) : Armor system to similiar to what tome uses.
Armor consists of two values, Armor and Armor maximum migitation %
Examples on how system would work in practice:
100 shot damage vs100 armor 100% migitation = 0 damage
100 vs 100(50%) = 50 damage
100 vs 100 000(25%) = 75 damage
Clear enough? This would allow for further differentiation between units and different roles for the units based on armor. Low armor ,high migitation would be excellent against small damage per shot ships. While extreme armor , low -middish migitation would be basically reduce set % regardless of the amount damage of the shot. Or extreme armor, (95% migitation), where you basically absolutely want armorpiercing.
Armor piercing would have to be changed a bit too. Instead of flat number (this imo is the worst part of current armor system, lowish number values here for edxample infiltrators and gatlings bascially mean that these unit suck against anything but unarmored things) to reduction of MIGITATION value. This would allow even low numbers of armor piercing to be effective in some cases(for example in previous case of 95% armor migitation, armor piercing value of 5 would double the damage done).
Pros :
Value of armor could increase
More differentiation between ship types
APR wouldn't be such a mess (currently practically only useful APR is maximum number)
Sudden senility attack, sure i had more
Cons :
1 more value(although techincally not true, currently the migitation value is just flat 80% )
maybe bit less intiutive( although in current version you have to slog through the forusm to get the info on 80% max )
System could be used theoretically the replace whole multipliers thing but i won't actually suggest that as that would be too much pain in the nether regions.
Some specific mechanics that might need to be adjusted:
Armor rotting : Probably better if this reduced the migitation value, by very low amounts , say 1 per mark for armor rotter and the effect removed from most other ships that have it.
Armor inhibitor : As is.
Armor booster : Woud be better if this affected migitation or both. And not 3X amount, flat increase, say 25% to both, or something akin to that, maximum amount for this effect might be needed).
Polarizing: Not sure if it would need any change.
Imo the biggest issue with current system is low values of APR especially on swarmer type ships, mainly laser gatling and infiltrator, as their damage is cut to 1/5 against most targets or some dps increase so they are at least good vs unarmored targets.