I'm not averse to different armor types having different effects, though I think they should just be bonuses certain armor types give, rather than penalties. And the bonuses shouldn't be so obviously geared toward certain classes. Say, all cloth armor gives some kind of bonus to memory. Useful to all builds, but still kind of thematically caster appropriate. Leather armor could give an initiative bonus, though I think this is already the case to a degree. Again, useful to all builds, but makes sense for rogues and rangers.

Plate armor could probably just stick with having really high armor, no need to add some kind of constitution or resistances bonus on top of that.

The point of this would be you could have warriors wearing cloth armor for the memory bonus so they're more versatile, but obviously a lot squishier, or mages wearing leather armor so they can go first, etc. Obviously there'd have to be tons of tweaking of attribute requirements for items, balancing the bonuses so they're significant enough to encourage non-standard builds and make the choice of what armor type to wear meaningful. At this point in development, I don't expect big changes in the effects of armor types, but it's an interesting discussion.

I don't these changes will have much effect on the issues with CC, though. There needs to be fundamental changes to how armor works, and what happens when armor is broken. It's too much of breaking armor and you pretty much win. My vote is that armor reduces the impact of statuses instead of negating them entirely (e.g., stun reduces Recovery AP by half instead of total stun), and a chance to resist statuses returns. Maybe status resistance chances decreases as vitality is reduced. I think these kind of big changes are probably needed.