I think he's being a bit presumptuous about the purpose of the armor system, but I still think it's a question worth asking... Is there a system similar to the DPS / DAM tradeoff in armor usage? Or does armor follow a linear progression upwards?
Given how armor works in practice in F1/F2, I am extremely skeptical that the DR/DT system was designed to "combat" picking the armor with the highest DR/DT. A system is nothing without content, and the content of F1 and F2 featured a form of power armor as the end-all-be-all endgame armor. I mean, you could finish F1 in standard combat armor or Brotherhood armor, but power armor/APA is so much better that it's mostly an aesthetic choice.
Armor does follow linear DT progressions upward, but outfits are now divided into Light/Medium/Heavy classes. Light moves without any movement penalty, Medium with some, and Heavy with more. Of course, some armor types come with their own built-in bonuses and penalties. I think there are compelling reasons to use different armor types, even toward the high end.
Well, that's good at least. I must admit, I would have probably preferred if you played a little bit more with DR and DT combinations, but that shouldn't be so bad overall.
Also, is this change just for player armors? Do some enemies still have DR? Will there be a differentiation between bullet sponges and armored enemies?