You do need to go through some lengths to get there though, and IMO, I don't know that Str matters enough in the current rule set. In the basic book there are essentially three armors that matter Armored Jacket for most Armor, Chameleon Suit for Sneaking, and Lined Coat for Concealability. No mechanical reason to ever take any of the other armors. You'd see a lot more lined coats and armored vests if some kind of Str rule for armor was used.
Yup, Armor Diversity was a big selling point, and if you ever wonder why there were so many Armored Vests, this is why: Str 3 archetypes were all over, and 9 armor was the most that they could wear without a penalty, so, vests.
For my home game, I went ahead and expanded things a bit in regards to armor, to give everyone more options. The hard data's on my other computer, but, here's a roughcut off the top of my noggin:
Armored Clothing (AV 3, cost 100$, Availability -)
While most people in the world wear ordinary clothing, some prefer a minor bit of armor for protection. These additions, such as a shoulder pad, metal kneepads, and so on, are more cosmetic than functional, but can make a difference when falling off of a scooter or getting shoved against a wall by a passer-by. Armored clothing is obvious.
Emergency Vest (AV 6, cost 500$, Availability 4)
Custom-tailored and form-fitting, the Emergency Vest is thin enough to be hidden under typical daily wear and can stop ordinary handgun fire once or twice. It's generally a last-ditch option, or a conservative one chosen to not disrupt a more fashionable appearance. Note that while it's generally hidden from view, a pat-down will always find it. (An Emergency Vest has a Concealability of 3)
Armored Coat (AV 6, cot 500$, Avilability 4)
A classic, the armored long coat is, well, a long coat, but with armored plates sewn into the lining. It's not terribly hard to detect (the weighted plates make the coat hang in a way that's easy to recognize if you're looking for it), but the big advantage is that it conceals everything else you carry. (An armored Long Coat has a Concelability of 2, but adds 2 to the concealability of whatever else you carry while wearing it.)
Armored Vest (AV 9, cost 1000$, Availability 4)
Called by many a "bulletproof vest", the armored vest is worn openly, settling over the wearer's normal clothing, and is designed to be friendly with any number of holsters, equipment hooks, and so on, spreading the mass of an equipment load out over the body. It remains the most common choice in body armor for light security guards, patrol officers, and most Shadowrunners.
Armored Jacket (AV 12, cost 2000$, Availability 8R)
Found in heavier security forces, fast-response police forces, and the military, the Armored Jacket is a heavy-duty combination of torso and arm protection.
Armored Uniform (AV 15, Cost 4000$, Availability 12R)
A heavier version of the armored jacket, complete with leg armor. Too heavy for most to use easily so rarely seen outside of riot situations, corporate heavy response teams, or military deployment.
Heavy Armor (AV 18, cost 10,000$, Availability 12F)
The ultimate in personal protection, thick pieces of modern ceramic blends, a sure sign that the wearer means business. Illegal for civilian use and found only in the most militarized police forces, it's almost exclusively found on modern battlefields.
(Helmets are +3 Armor across the board and cost a grand.)
This gave everyone some armor options, regardless of their Strength, and included a couple of sneaky options versus all of the more obvious stuff. The general person on the street doesn't wear ANY armor, and even gangers are mostly wearing armored clothes (Such as in 1st ed, where they just wore leather jackets) rather than armor jackets. It helps build the world a bit and makes people step back a bit from the heavier guns as they know few targets will need them.
But, you know, home game, YMMV, and all that.