Wait, then you understood the idea wrong: the idea is to get rid of the recovery time penalty and instead apply limited spell choices.
All that'd do really, would be to re-create class restrictions on armour, albeit "soft" restrictions.
If we want to "fix" the armour system, I think we need to incentivize (sp?) the use of the various armours, rather than to restrict their use.
First, I'd like to see the various effects of armours "upped", so that there'd be meaningful and clear differentiation between them, instead of just No/Robe/Light/Medium/Heavy armour (as it is now, despite the obvious attempt to get away from it).
This could be done by drastically upping the effects of the armours vs. different weapons. As an interesting side-effect, this would also mean that there'd be a meaningful differentiation between the various weapons used against humanoid opponents.
Second, I'd like to see Talents to support the use of various armours, with interesting effects, to discourage the constant swapping of armours between encounters and promote specialization on a per-character basis.
This would mean that it wouldn't be a bust to use Medium Armours, if, for example, Medium Armours filled that niche that was good against crushing weapons, and had a talent that made you move faster, Plate Mail would be good against Slashing, with a Talent that turns (%) incoming Hits into Grazes.
Something along those lines. The added perk is that the game is already structured somewhat like this, it just needs to be upped to 11 to make it matter.
Edited by Luckmann, 18 March 2015 - 02:25 AM.