It seems, to me, like the cap system would make more sense if it were based on the type of armor you're wearing. Assign each type of armor a specific limit for the armor softcap (and spell resistance softcap as well), and then assign each slot a percentage value contributing to that softcap to adjust for players wearing mixed armor types.
Chest = 25% value
Helm, Shoulders, and Legs = 15% value
Belt, boots, and gloves = 10% value
for example purposes, lets say that the light armor cap is 1,000 armor, the medium armor cap is 3000, and the heavy armor cap is 5000. With those numbers, each item slot would attribute the following towards the cap:
Light Armor
Chest = 250 armor
Helm, Shoulders, and Legs = 150 armor
Belt, Boots, and Gloves = 100 armor
Medium Armor
Chest = 750 armor
Helm, Shoulders, and Legs = 450 armor
Belt, Boots, and Gloves = 300 armor
Heavy Armor
Chest = 1250 armor
Helm, Shoulders, and Legs = 750 armor
Belt, Boots, and Gloves = 500 armor
This means if you wore 7 pieces of light armor, you'd have an armor softcap of 1000. If you wore 7 pieces of medium, a cap of 3000. If you wore 7 pieces of heavy, a cap of 5000.
If you decided to mix, and go with a heavy armor chest piece and shoulders, with your other 5 slots using light armor, your cap would be 2600. If you were wearing the heavy chest and shoulders with the other 5 slots using medium, the cap would be set at 3800.
The issue right now is that heavy armor is already hitting the softcap without any skills or bonuses implied, automatically reducing the effectiveness of any survivability buffs by 50%. Light armor wearers can reach the same levels of armor through those survivability buffs (things like circle of protection or immovable) because the softcap is the same for both.
Using the above numbers, let's say you have a light armor wearer who is at 700 armor, and he uses circle of protection for a 600 point boost in armor rating. He'd go up to 1150 (hitting the softcap after 300 points from the buff, and then only getting 50% benefit for a gain of 150 past the softcap). A heavy armor wearer might be at 2100 armor unbuffed, but because that 600 point buff from circle of protection doesnt push him past the 5000 armor softcap for his armor type, he'd gain the full amount and be boosted to 2700 armor.
Light armor is widely recognized as the best armor type for a few key reasons:
-almost all abilities in the game are magicka based, medium and heavy armor do not offer bonuses to magicka
-Light armor reduces the cost of those magicka abilities, while medium armor does not reduce stamina cost
-The soft cap overly penalizes medium and heavy armor wearers by limiting their max attainable damage reduction, while light armor doesnt suffer from the cap as heavily
-Because the armor cap is so low, and is the same for all armor types, light armor wearers have nearly the same damage reduction as medium and heavy armor wearers, while gaining vastly better resource management and damage output with no tradeoff
Light armor needs to have low survivability associated with it compared to the other armor types, and right now that isnt the case.
PS4 / NA
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