Aw I was checking fervently all day, but totally understandable. I really dig your ideas on future combat encounter changes.
As for armor, I've only recently neglected my studies enough to play some more gnomoria again and I find it absurdly odd how the armour works in game right now. I can totally understand that having percentage reduction is an absurd idea with armor, as well as flat mitigation, however I think that superiorly crafted and superior material armor should definitely result in a relative boost to the gnomes in combat.
Edit: I had a misconception about armour that made it seem more odd than it actually is (I thought it was a total accumulation and not per battle accumulation =/). I still find it silly, but it's much less silly than I had thought when I wrote this, and it's totally workable as it is. Just wanted to clear that up!
Not suggesting this, but to me the intuitive idea idea was to have different properties that may be more or less desirable depending on cirumstances. Ie copper armor is okay, but it's heavy. Bronze is a flat upgrade, providing better protection at a much lighter weight. Iron is superior in protection to bronze yet weighs more and is harder to move in. And steel has somewhat better protection than iron yet is notably less heavy than iron, though still heavier than bronze. Heaviness/weight negatively affects movement speed and probably dodge and/or accuracy, while decreasing knockdown/knockback chance, so you'd have reasons to equip certain armors over others, though would generally trend towards the higher end material. "Protection/defence" would be a combination of total damage the item can take and "what makes it through", which takes into account damage type vs material type. Ex a heavy 2h blunt attack for some specific amount of damage hits a iron armor, and nothing gets through (armour simply takes durability dmg), though the same attack hits bronze armor and in addition to the durability damage the gnome might get bruised from the attack, where the same attack hits leather armor, and the gnome might suffer some broken bones as a result. Armor skill would reduce the negatives and improve the positives (some more than others, usually in a manner that counterbalances, with an addition overall statistical trend towards higher end armor being flat out superior overall, though not restrictively so).
Obviously I haven't put too much thought into extrapolating these ideas... it's just what seems the most intuitive to me atm; may be a terrible terrible concept lol It's a very complex and difficult subject to tackle no doubt =/
Edit: Also please have ogres rush to steal yaks, and possibly use them as weapons, dual wielding at times if strong enough, that would be amazing and terrible and hilarious.
Edit again: Also do you plan to change the "RUN AWAY!" behavior to have gnomes run somewhere other than into a corner when cornered? Perhaps they could path to the grand hall? This would be especially important if you introduced more organized enemy behavior intended to attack the populace... Currently I have a empty squad dedicated to saving cornered gnomes where I put the gnome in a squad with a uniform that specifies escaping to re-equip, so instead of being cornered and getting horribly murdered he runs to the nearest armory which is well behind my soldiers rushing to save him, and then remove him from the squad once he's home free... this seems a bit cheese one way or the other lol