This begs the question then, that since of all the armors, Power Armor is self powered; and self carrying ~and hence ideally weightless when worn... Does Power armor behave like heavier heavy combat armor? (and if so WHY?)
PA should not give stat penalties. Its use should impose minimum and maximum stats, meaning that low stats should be raised to match the armor's, [ability to lift] like with strength for instance, while agility should be capped at the armor's ability to comply ~or even the reverse (should the PC be stronger than the armor but less agile).
Honestly, I don't think those assumptions are that sound. Power armor is self-powered, but that does not mean that a) the power under which it operates completely offsets the weight of the armor b
) the power is fixed, as opposed to a force multiplier c) that the power of the armor necessarily offsets any articulation problems inherent to the design.
But more importantly, statistics are given to equipment to accomplish a game design goal. Things that I think are problematic about what you are proposing:
* Establishing a fixed STR in power armor means that the player's STR stat is effectively irrelevant once PA is found.
* Establishing a max AGL in power armor means that player AGL above that stat is similarly irrelevant once the PA is found.
* Power armor being weightless would, on its own, be a pretty practical reason to use it.
* If that were not enough, power armor has the highest defensive statistics.
It winds up simply becoming "the armor you wear in the last X hours of the game" as opposed to one of a few choices.
Same! A weapon's range of damage would mean that weapons in the DT range would damage some of the time but not always, and weapons below could never damage. With a 1 point minimum, it means that you could destroy power armored infantry with a baseball bat.
I should have said this earlier, but weapons do fixed amounts of DAM, not variable. DAM is based on the GECK setting, player skill, weapon condition, ammo type (if applicable) and other effects like chems (e.g. Psycho). There is no die-rolling for damage (outside of critical hit chance).