This is how I think about it as well, I’ve pondered ways to make different armor overlap constructively, but haven’t come up with anything yet. The best we can do right now is some kind of armored bodysuit that does have 100% coverage and moderate protection.
This is another feature I’ve wanted to add for a long time, dodging should only prevent hits that were close to missing already, mostly it should make attacks hit less vulnerable areas.
I’m not sure that’s a problem, because that’s really what you want given the scenario.
Another thing we don’t model is vulnerable points. If an armor has 95% coverage, but hitting the 5% area that’s exposed won’t kill you, then that’s nearly perfect protection.
I almost wonder if what we want to do is divvy up the surface of each body part into ~100 zones, and have armor state which zones it covers. The down side is that makes the coverage stat suddenly much more complex, and defining new armor is much harder. The up side is it resolves this sort of thing.
Your choices for “best” are fundamentally limited anyway, if coverage didn’t dominate, something else would.
SWAT armor is only particularly good in its own niche, which is that mobility is highly valued, and you expect people to be shooting at you. If you remove the getting shot at part, it becomes unecessarally bulky.