I think they should have just upped the base resist of non-medable armors. Maybe add med penalties to certain armors while giving them higher base resists yet, or adding some sort of dex/stamina penalty for that increased base resist. (i.e. Leather = medable, weakest resists; studded = no dex penalty, slight MR penalty but still medable, slightly higher resist; ring = no dex penality, non medable, slight mr penality, increased base resist..'fill in the gap'..Dragon Armor = 'Highest Base Resist Total, Not medable, low dex penality, high MR penalty; == Plate Armor = 'Highest Base Resist Total, Not Medable, High Dex Penality, low MR penality, High Dex Penalty')
Some sort of huge balancing scale of dex/MR penalty for a trade off in base resist. Makes all armor useful again... For higher base resist, for instance, I can spend less imbue weight on upping the resist to hit all 70s and put something like MR. In the end, you have more versatility and options without going all up in this mana phase and SSI debuf procs.