I've argued in the past that the ultra-light, light, medium, heavy, and ultra-heavy armor types are somewhat flawed.
In my mind, the hull type should represent the "material", the armor stat should reflect how "quality" that material is (how good it is at doing its job of deflecting damage), and HP should reflect, well, how much damage it could take (this last mechanic is probably in a good state right now
).
Yes, the names themselves are just costmetic, but it would help avoid the "temptation" to lump stuff together based off of stats not related to what hull type is supposed to model, which is what happened with the 5 hull types mentioned above (and to a lesser extent, the "role" hull types like artillery)
Instead of "material", the hull type stat could be tied into the "role" instead (like sat rename polycrystal to bomber, instead of say, renaming artillery to, IDK, magnesium). However, that does seem like it would cause a bit too much "homogenization" in roles (aka, make the whole thing of "role clones" like the "fighter clone" or the "bomber clone" an even worse problem, now that damage bonuses would, more or less, treat all of them the same)
Yea, I know that this thread is about the armor stat, but armor, hull type (and thus damage bonuses), and HP are the three "pillars" of durability both overall and per match-up. All three of them are linked intricately when balancing.
While I don't agree with it, I do see why the "just remove an armor mechanic entirely, hull type and HP are enough" idea has gotten some support. The amount of effort to competitively balance N factors is (asymptotically) exponential over N. Thus, even going from 3 to 2 factors can make balance much more achievable and more stable, especially given the number of ship types in the game. (Anyone know how the "effort" scales over number of entities types to balance, as opposed to the number properties of those types? Is it linear, or polynomial, or NlogN?)