I don't mind the armor system much, but I really dislike the fact that it renders most attacks moot, and makes health practically worthless.
What I would like to see is armor only provide a reduction to damage based on how much of it remains, and see offensive moves damage armor in addition to health.
In example:
The enemy has 50hp and 10 physical armor.
You hit them with a sword for 10 damage.
They take 5hp direct damage, and lose 5 armor.
On the next hit, they take 7hp direct damage, and lose 5 more armor.
On the next hit, they would receive to full 10hp damage.
Instead of recovering armor, they choose to heal for 22hp.
Now they are open to CC since they have 0 armor remaining.
You knock them down, and deal 20hp damage over the two turns that they are knocked down.
When they recover from the CC, they recover half their armor.
The enemy now has 30hp and 5 physical armor.
That makes armor into more of a composure type deal, and prevents CC chaining. So normal attacks feel like they have weight, and CC still has a purpose. You can just hide behind armor with impunity, you have to balance HP and armor.
With that said though, it's still kind of boring to just be immune to all debilitation, so maybe some secondary criteria on certain skills to apply weaker effects. Like instead of crippling an opponent when they have armor, they become slowed. Instead of being knocked down, they become off-balanced or dizzy and have a decrease chance to hit. Just as examples, just small debuffs to give you a reason to use the skill at all. It's not like you would spam them either, as it'd be much more effective to still wait until you've broken their composure so that you could hard CC them. All of this along with smaller moves that allow the player to expend AP to rid themselves of these minor effects at the cost of more progressive action. It'll make you decide whether you think it's worth it to forgo curing the effect to attack, or play defensively.