Thank you for the link, it was an interesting read! However, I feel that the author draws some erroneous conclusions. Take given number 2 for instance:
"Given #2: If you have a wide range of DR values for armor, it means that some weapons that don't normally do a lot of damage (such as the dagger) won't be able to hurt high-DR foes unless they crit. For example, if you give full plate DR 8, it means a person with a dagger can't ever hurt someone in full plate (barring Strength and other bonuses to damage), when historically that wasn't true at all ... it was hard, but a skilled person can find the gaps in the armor"
I agree that a dagger normally can't do much against a suit of full plate. In the middle ages, a lot of daggers were made to pierce the joints of plate armor, but mostly they were used after said knight had been knocked over and bludgeoned with things like maces and goedentags. If I remember correctly Richard III died this way, he got knocked over and a few of his foes opened up his visor and inserted knives. 
However, D&D is a fantasy setting, so a skilled dagger user can hurt a plate wearer, and I think this is amply covered by the sneak attack system for rogues and the weapon improving feats for fighters.
I also take issue with given number three: light armor should be much less effective than plate. However, I do think that all armors should have different strengths and weaknesses. Plate armor, for instance, should have be less resistant to bludgeoning damage, and chain should be less resistant to piercing damage. Leather and padded armor should have very little DR, but I think I may make studded a little bit slash resistant just for flavor.
Given number four doesn't appear to take front-loading and alpha strikes into account so I disagree with his conclusions there as well.
Basically, the current system in NWN2 allows light armor hybrids to be far more durable than the tankiest of fighters, and that just doesn't make sense to me. A properly geared paladin or fighter in full plate should be significantly harder to injure in combat, such that a rogue or wizard that doesn't get the drop on them is in real trouble. I think this will make the game much more tactically rich once I get all the numbers tweaked.
In any event, I hope to throw something together once I've finished the gun hak I'm working on, then we can put my plan to the test!