Still not getting the "too few weapons" thing, unless you're the sort that installed all those goddamn shitty half-assed real-world imports in NV (you know, the ones with useless ironsights, broken scopes, terrible sound, silly mods, &c., that clutter up droplists with no regard for balance) and haven't bothered with the in-game weapon modding at all. I definitely feel the "too many chems" bit though; even playing wholly on Hard/Very Hard I haven't dipped below 100 stims since level 10ish, and I regularly drop truckloads of Radaway into storage to help limit myself and encourage use of the hazard suit.
Hence the "wear"--power armor in FO4 has crossed the threshold from "suit of armor" to "ultra-light personal vehicle".
I haven't actually played yet, but if PA has its own hit point that gets drained rather than the player HP it makes a lot of sense, most soft wearable armor probably shouldn't give 100% resistance. Player hit points already defy any kind of realistic flesh damaging model, so there's that too.
BTW, the actual "potential damage" that goes into the formula is also affected by weapon range, a lot of peashooters are probably only going to do significant damage at point blank.
Sort of but not really. Each piece of PA (arms, legs, torso, helmet) have their own HP, affected by type, model, and a certain coating mod. They offer massive boosts to all your resistances, above and beyond anything remotely possible with normal armor--a full suit of Heavy Combat armor when totally modded out is still barely equivalent to a single piece of decent PA. When you take damage, the PA also takes damage. When a piece reaches 0 HP it breaks, requiring repair in your garage and denying its benefits.
So it's still basically just damage reduction, but it sort of reflects that difference, and fits with the design philosophy they went with where there's a firm distinction between "worn" armor + personal weapons versus PA in terms of how much is needed to maintain it. The Gatling Laser falls into the same "high-maintenance" class; it doesn't break down, but it uses fusion cores as ammunition, the same thing that powers PA.
Problem is, between the relatively common nature of fusion cores, the fast-travel "feature" of not draining energy, and the perk+bobblehead which reduce fusion core drain, it's not really a hassle and you're not going to run out of cores unless you are literally sprinting around the map killing everything with a gatling laser.