To be fair, I actually enjoy the current system of having physical and magical armour. It gives me customization options that I never had in the first game, where I need to weigh the use of the full plate vs. the robe, and promotes me actually contemplating gear hybrids. In addition to this, as has been stated before, the current armour system promotes a more tactical approach to the game where CC is not random, but instead a result of strategy (or lack thereof). I would rather not have the old system back, because it would be like losing a game of chess because your opponent suddenly dropkicks you. That's really how RNG CC feels a lot of the time. I do agree with the concern that there are flaws with how physical and magical armour works though. I'm not entirely fond of the idea of weighing myself down with armour that serves no purpose once they've chewed through this abstract number attached to it. However, I feel that's better served by implementing ways of restoring it (percentage-based restoration on Fortify and Frost Armour comes to mind) so that higher values carry the additional reward of more points restored when using skills and consumables. This is all just off the top of my head though, so I make no claim to actually be offering good solutions. My point is that I like the current system and would rather see them tweak it, than remove it.
I agree with this. I like the dual armor system and the relative lack of RNG.