It'd be pretty cool, if they don't modify this, if they made skills that specifically do status effects damage some of the armor points. That would make some of these skills less completely useless if they don't do any damage in the first place.
I mean, it's not a bad idea for a band-aid if nothing else is planned. In fact, you could make nearly all skills that apply statuses deal some physical/magic armor. Basically, all skills could be like chloroform, where sometimes it's a good idea just to use it for the magic armor damage so a teammate might be able to deal enough magic damage range to cc them with magic. But I still think we need a more fundamental change.
Or perhaps to simplify it further, resisting CC effects could cost some armor. Resisting knockdown could cost 10% physical armor, for example. But obviously percents would be way more effective against bosses than low-armor grunts. So I dunno.\\I'm not sure that the calculation based on armor remaining would actually be a bad thing. Maybe there really should be one of those obscure algorithms should actually be reintroduced such that a character's armor (physical or magical depending) provides different amounts of % protection from CC type attacks. Just give the player feedback on the likelihood like there is for hitting with a physical attack. Factoring in the related attribute, skill, and possibly level, of the attacker against the armor value of the attacked, give an actual saving throw percentage for success. Obviously, if armor is 0, it becomes 100%, or maybe 95%. Really, using the term "saving throw" without doing something like this makes no sense anyway.
A suggestion that I've heard a few times. To me, it basically eliminates the whole point of armor. I sort of like how 100% resist chances make combat a little less random and more tactical. In D:OSEE, it felt so often like a battle was won or lost based on whether your charm or stun applied. Obviously I'm still even suggesting a kind of saving throw with Resolve, but at least you get a minor status if, say, charm fails, and minor effects being resisted wouldn't feel like that big of a deal. It just takes a bit of the sting out of saving throw system.