Looking at those results, there's something immediately clear to me, is that the effectiveness drop of is way too sudden. There's almost no middle tier weapons that have anything between 90% and 30% hits against any given armor. This system needs some serious tweaking, either in material or weapon and armor stats, or in engine, so that you can have middle ground weapons vs. armor effectiveness(an armor material upgrade should go from blocking 10-20% through to blocking 90%, right not it goes from blocking 0% to blocking 95%, usually in a single step). Right now it looks like weapons either go through like a hot knife through butter, or are almost entirely ineffective vs. a given type or armor. I don't think realism is worth having a system that is so binary.
Actually, the blunt weapons effectiveness is a lot better in terms of game play design than edged, it just needs to be increased a little across the board so instead of going 20% to 5% it goes from %60 to 5%
That aside, any thought of testing vs. leather, bone and shell armor? or are those armors just too worthless to contemplate now?
I did quite some testing and modding with the weapons in the first weeks and came to the same conclusion. Armor is essentially on or off. I can also pretty safely say that modding the weapon stats won't do much. As I said above, I modded sword to have near nonexistant penetration yeat it was still penetrating (in this case unskilled weapons user vs. unskilled armor user, steel vs. iron). What I didn't add is that the weapon actually had trouble penetrating the skin, even against naked dwarf.
So the stats contact area and penetration really mean at the moment; what bodyparts the weapon can sever (creature size is a factor, ofc) and how deep the weapon can penetrate to reach organs etc., if it can't sever on that blow. Oh, contact area is also important in determing how likely the weapon is to cut tendons, arteries or hit organs with torso strikes.
The velocity modifier might have some function in this, I gave artificially high value on this for blunt weapons, and at least I think I'm seeing them more effective epsecially for skilled users. Managed to get naked hammerdwarves to win 1-on-1s vs. naked swordsdwarves. But I didn't do any statistical research, so it might be just my wishful thinking.
Armor has some lines which describe what parts the armor protects etc. but it seems to lack thickness modifiers, which are pretty important for balancing them I feel. Especially leather which really is quite useless atm being paper thin and all (well, wooden blowdarts and Hoary Marmot bites are there, but...).
So in essence, materials can be modded for short term fixes, I guess. But the underlying mechanics are what really need tweaking.
On the other and, I don't feel that the curren't mechanics are ruining the game or anything, the bronze colossus and his relatives are the only serious gripe for me. The mechanics are very unfinished/work-in-progress like, but that was kinda expected for such a revolutionary change.