2) We can keep the armor system but develop some method (through armor type, skills, combat abilities) for the player to decide how much of an attack type the armor is eating and how much is being let through to vitality. A 6:4 ratio, a 9:1 ratio, or so on. This would let armor persist over the course of a fight longer, allow the player to decide how their CC resist is used up and when, and so on. The determinism of choice would still be there, but more player control over it would help the current system attempt to mitigate the issues it presently has
I like the idea of a portion of the damage going through, that would allow for more long term effects on fights. That being said, there are ways even now to refill/bolster both armor and magic armor mid combat so I don't view longevity as that big of an issue. I also feel as though most fights don't last long enough to put you on your toes as it stands if you have even remotely decent gear.
I really dislike the first suggestion as I pretty thoroughly did not enjoy the defensive mechanics of the first installation, as previously mentioned, and feel as though the new defensive systems have a much more clear impact on survival. It is also worth noting that it is much easier to tell at a glance what you are dealing with in the new system which increases usability for the less hardcore audience as opposed to having to dig through a stat sheet a lot of players probably don't even know exists.