First of all; I do agree with hating the armour system. For different reasons, though.
Felt the same with mages when I just started out, but that changed almost entirely by now. Mages pack a shitload of AoE, compared to phys' chars and there's usually enough targets with low magic/high phys, that it adds another layer of strategy to split up your dmg to maximise it. Except those fights where your mage is just utterly useless because everything is immune to whatever element he's using. **** those fights. But that doesn't have anything to do with armor.
RNG can feel very cheap at times, so I'm not sad to see it go. Having a 98% chance to CC an enemy, which would win you the fight, but if you miss you're dead and lose your honour mode game is a rather shitty situation. It makes fights far more drawn out (and usually not-fun), if you don't want to risk your save on a stroke of luck.
The issue is that the armour system comes with it's own share of problems. Namely the chain CC. Then again, that was also a thing (read: problem, hence there being a mod that stops that) in Original Sin:EE, albeit not the the same extreme extent.
As suggested in another thread, reducing the amount of available hard CC and adding more steps to it (like it currently is for mages with chilled->frozen), would already go a long way, without differing too far from the current system.