The whole idea of “reinforcing” armor without raising its encumbrance is rather wonky. Realistically it has no good explanation, the gameplay effect is that cotton trenchcoats melt lead bullets.
I see two possible solutions:
[ul][li]Reinforcing becomes “padding” and raises encumbrance. Padding an armor shouldn’t take too much skill - you just add an extra layer of material.[/li]
[li]Reinforcing only protects the armor itself. This only makes sense for clothing, because factory-made armor should be way better than anything player can make.[/li][/ul]
A player shouldn’t be capable of strictly improving a factory-made armor piece. This is both totally unrealistic and harmful to scavenging: why scavenge fresh pieces when ones you make will be better AND you will still need to repair and reinforce anything you scavenge?
Next, there’s the issue of makeshift armor made of kevlar, leather and duct tape. Survivor armor has it all: 100% coverage, amazing armor values, good availability, low encumbrance and great environmental protection. It has no weak points, the only thing that makes it not totally better than regular armor is slots it occupies (kevlar vest is close to skin, for example).
It should lose some of those values.
Probably not a good idea to nerf:
[ul][li]100% coverage makes a lot of sense - you don’t want a nasty scratch from a rotting corpse. Plus, it actually makes sense that the survivor could improve that value over factory armor. That said, lowering it would help a lot with the OPness, though it could rob it of its role.[/li]
[li]Lowering the availability would only delay the problem. And wouldn’t help the slightest bit with realism of duct taped kevlar being better than a military-grade vest.[/li]
[li]Low encumbrance kinda competes with tailor kit reinforced items, so I guess it is acceptable here. Plus, the survivor would want low encumbrance to run around and haul stuff - the suit isn’t just the armor.[/li][/ul]
Good ones to nerf:
[ul][li]Great environmental protection makes it impossible to balance both survivor armors and items like hazmat etc. It’s always better to go for survivor armor. It doesn’t make a lot of sense that the armor can both fully protect from “elements” and kinetic force and have low encumbrance at the same time.[/li]
[li]Good armor values simply aren’t needed for an armor that is used mostly against things that look like angry humans. Exceptions are brutes and hulks, but armor shouldn’t be able to protect from those too much.[/li][/ul]
I’d lower the environmental protection to like 3, except for boots (5-7 for those), mask (not sure - leave it how it is?) and specialized gear (firesuits). This would allow rubber boots and similar gear to actually have a role. Same for firesuits.
Armor values could be knocked down a notch - the fact that the armor is 100% coverage is enough of a reason to grab any survivor gear that drops from survivor zeds and it would keep being a reason to craft the gear.
Any other ideas? Criticism?