So. It's become an... issue in one of my games. Namely the +8-+12 Armor one can cheaply get for a pair of gloves and shoes. To be fair, its my fault. I built a Red Samurai as a Cybered up chromehead and revealed how good armored cyberlimbs are in general. He was a tank, eventually got taken out by four grenades detonating at his feat... Actually he spent Edge and survived that, because I thought it would be amusing to see if he could live. The concentrated fully automatic fire from all the PCs afterwards took care of him, however. Armor in general has been wonky, honestly. Thinking of the following houserules, and would like feedback.
Encumbrance: A character may wear a total of 10+Strength Armor without penalty. Every point of armor above this applies a -1 penalty to the total amount of meters they may move per pass, and a -1 penalty to all Defensive rolls. Every three points above this reduces your Physical Limit by 1.
Cyberlimbs and Armor: Full Cyberlimbs add +1 Armor. Half Cyberlimbs add +0.5 Armor. Remember to round up the final value. This armor does not count for encumberance. The Armor Enhancement continues to exist, but it requires Capacity*3 and does count against encumbrance.
Notes: Dermal Plating, Orthoskin, the +Armor Adept Power, and the Armor Mage Spell would still not count against encumbrance.