I welcome the change implemented in armor skill line abilities. I think it gives players more of a weighted choice when determining what kind of armor to wear for different situations (but mostly, I'm just glad heavy armor PvPers won't be popping shuffle every second). However, I don't think the change has done enough. Looking at the morph options of the skills (I'll use Annulment as my example, since I main a magicka DPS character), the morphs now don't really make sense. Since we are now required to wear 5 pieces of the armor to activate the skill, it seems to me that increasing the effect based on how many pieces you are wearing doesn't make sense. If anything, it boils your options down to one of two things - 1) 3-6% more of whatever the effect is (in this case, a 3-6% bigger damage shield), or 2) not that. The only difference is that I will either be wearing 5 pieces of light armor (to use the skill in the first place), 6 pieces, or 7 pieces. The latter two would be in most player's case, as near endgame, most people run undaunted passives and 5-1-1 armor setups for 6% more resource pools. And that leaves the morphs of the armor skills feeling underwhelming. By wearing 5 pieces, we've already made our choice of what skill will be available to us. Now there needs to be a payoff. I think the morphs need to be made more interesting, and utilize an aspect of our character design outside of wearing 5+ pieces of the required armor type.