Yeah. I really like the armour system, I think it's vast improvement upon the old system and it give you a real choice in combat. Having said that as soon as you break it, you are right, it's a forgone conclusion as long as you have the right CC. Some enemies being immune to certain types helps a bit. But most fights it does turn into a "what armour do I break first" decision. I would like to see the random chances brought back in and scaled by the armour type vs a penetration factor.
e.g.
Scaled Chance% = Penetration (scaled by warfare or relevant magic school) / Armour (from gear/skills)
final chance to affect% = Scaled Chance% x Skill CC Chance%
this would add a risk/reward element but maintain the goals the armour system is trying to achieve and would open up far more interesting choices in combat