Which is what I've said a couple times the armour cap can be reached quite easily so factoring the armour you wear off stats doesn't work (as they're all maxed) So it comes down to the looks of your armour which is pretty lame for an rpg I must say. Which is why I propose you should be able to attain armour specific perks to sway your choices on armour. Fallout for example has multipul armours with 1 DT yet I still wear them over a 30 DT armour because of the special abilities it gives me.
That's assuming you've maxed out smithing and it's contingent on the way you play. I don't find it easy to reach the armour cap because I deliberately do not grind any skill and only use one crafting skill per character, maybe diversifying into one other if I take them to a high level. I actively try to avoid maxing out skills because I find the game starts to get boring when a character's key skills hit their limit. That is what's actually good about the current system - you can do whatever you like with it.
Personally I also prefer the way you can feasibly stick to lower tier armour that fits your character through the whole game without it being inevitable it's going to become totally redundant as opposed to being pushed into using the top tier stuff. Particularly as IMHO the top tier sets tend to look a bit too ornamental. The top tier stuff gives a higher base protection that can be useful if you want that protection and you're not focusing on smithing, which not everybody does. It's all about flexibility and I think they've done a fair job of achieving that flexibility.
I'd say it's less lame that an RPG facilitates 'staying in character' through the whole game than trying to force them to 'upgrade' along a linear armour progression. It might not fit your character to be wearing ebony, dragon or daedric.