Okay, I did some testing, and found some problems with armor:
Basically, if someone has enough BTM and invest at least 350 creds in armor (kevlar and helmet), they become immune to everything but rifles. I know it's not the most viable thing, but it's certainly possible, specially with the point distribution at character creation. I know armor is mean to protect, but I don't like the idea of someone being straight up immune to an SMG spray in the face using just kevlar and being a sturdy guy.
The armor breaking rules could work, but I think it's too punishing and doesn't stand up for too much time. My idea would be to spend armor points to negate damage equal to its remaining points (same to BTM, but this would heal just like normal wounds), or just straight up ignore the damage taken (still not sure, though). It's not very realistic, but it can keep light armor still relevant against a sniper rifle and add the tension of decision-making about burning resources to keep yourself alive.