Armor and related mutations and CBMs probably need some balancing.
Chitin armor protection is pretty insane. It seems to blow any CBM or mutation armor counterparts out of the water (poor protection with severe stat penalties), as well as making Platemail armor (tiny fraction of the weight), "hard" plastic guards (3x the protection), and metal guards (better overall) look like junk. Though I do appreciate the uniform protective values across all pieces.
It's really too easy to get Chitin before seriously venturing anywhere.
Then power armor is so overpowered, doesn't matter how rare it is, it really doesn't belong in the game with these values.
"Hard" plastic guards:
15B 15C
"Metal" guards:
36B 36C
Riot&Army Helm:
32B 32C
Pretty much all "normal" armor from riot gear to army uniform (steel toed boots to helm) is all <40B/C
Kevlar:
30B 60C
Only 80% coverage
2 enc.
"Chitin" armor set:
45B 60C
Torso weighs 10 units @2 enc. for torso/legs, 1 for all other.
95% coverage
"Plate" Armor:
60B 60C
Weighs 140 units @ 5 enc.
100% coverage
Notice I can wear two sets of Chitin for better stats than platemail at the same encumberence.
Light Power Armor: 126B/C
Norm. Power Armor: 180B/C
Heavy Power Armor: 234B/C
All with 1 encumberence provided you have the CBM interface.
Right now it's:
"Plastic/Riot"<"Metal"<="Chitin"
I'm thinking some things need some stats tweaked.
"Plastic/Riot"<"Chitin"<"Metal"
Can we repair metal armor?
Actually would like to see a full set of DIY light metal armor, then at high electronics/mechanics a DIY power armor.
Then Power Armor needs a big nerf for protection (you can survive multiple landmines, grenades, etc as it is and the armor isn't even damaged. Even dynamite can't scratch it) and should probably give a significant strength boost when powered (and probably a dexterity penalty when unpowered).