People seem to forget that I'm the person whom designed the previous DR system too. x_x
Anyhow.
@Foxtrot
The Vehicle scale was originally called Mecha. The brainstorm thread that came before made the argument that refering to the mecha instead as 'vehicles' would be better.
Also, when I say vehicle, I mean tank. As in, heavier than power armor. Your previous ADR4 bazookas had no chance in hell under the previous system to kill a power armor in one hit, but now, if they're classified even as Light Anti-vehicle, they have a hell of a good chance of being credibly able to turn a Mindy into a bunch of flying limbs. BOOM.
What I meant by categories is that it's this system's expectation that the lethality of infantry weaponry will not be confined to only infantry. Under that notion, I expect a significant portion of the higher-powered tools available to an infantryman to actually amount to some good outside the anti-personnel range. This doesn't apply only to infantry; the argument was raised that the LASR (Light Armor Service Rifle) was probably an heavy anti-infantry weapon rather than a genuine armor-tier weapon because the narrative and cinematic desires behind the weapon lied in that due to its high rate of fire, each individual shots would only chew/crater at the target power armors. You can use it against a power armor, it can kill it, but it's not going to be able to do it in a single hit.
Essentially, I expect some degree of overlap. Which is why I don't feel you've lost as much as you've been assuming.
Another distinction this new DR system has is that it's meant to be 'per-use' rather than 'DPS per 10 seconds' (which is what the current one is). It only deals with the lethality - the article of the submission itself is meant to convey a bevy of other qualities for the weapon, from rate of fire, to ammo capacity, to how well it can be serviced/assembled/disassembled, how it handles heat, how its powered, range, etc etc...
You have have two weapons end up in the same categories, but still end up being distinct. There's plenty of weapons around in real life that can deal the same kind of damage, but have thier own quirks. Unless you get really hung up on the numbers, but then, wasn't the accusation that is was 'bloated'. Come again?
Besides.
Let's say there were four - no, five! like you're touting is superior - classes for the personnel scale in there in the list. How many instances of "this weapons can kill" do you actually
need. Do you need me to tell you how lethal a knife is? Do you really need a table to consider the precise damage of a bullet if it hits you in the fleshy part of your arm, or the bony part of your arm, the gut, or the ribcage, or in the noggin'? either it will hurt you, either it will wound you, or it will kill you. Either you're wearing somekind of flak vest, or somekind of bodyarmor, or some more elaborate bombsuit/powersuit or something around that.
@DocTomoe
I noticed the changes you made. At first glance, I like most of them.
There was one change I wanted to try doing along with this, though, that we covered in the brainstorming thread. I figure it's normal that you wouldn't know about it yet, so, I'll just run it past you here.
We wanted to normalize the value of armor materials.
As in, as long as it is armor, the protective value is considered equal across units.
Meaning, there's no actual difference in protective value between durandium and the Yama-dura alloy. Instead, what changes is the qualities of said items:
Durandium is lighter. That's its quality.
Yama-dura is less heavy than Yamataium. It regenerates slightly like yamataium and can be made into fine components. (extra weight may also mean more recoil-resistance)
Yamataium has out-of-combat regenerative properties. It has the flaw of not being able to be easily manufactured for fine components, which makes it better used for bigger units (vehicles/ships).
Zesuaium has a base defensive property that's just as good as durandium. But it comes with a cornupia of qualities like radiation immunity, inflexibility, not being electrically conductive, etc.
I liked that idea, because I felt it was more evocative to focus on the qualities a material offered. I also figured that if a durandium armored unit needed more protection, it'd just need to put more durandium. Also, the DR system I was making didn't have any use for the light/medium/heavy armor modifier (that x0.6 to 1.0 thing) so it seemed a good idea to just focus on the exotic qualities of a material rather than its hardness. The assumption is that whichever material is used, unless the submission says otherwise, the designers of a medium power armor will find of way to protect it adequately for its unit type.