If you prevent casting while holding anything, you destroy the worth of very many weapon modifiers. (LM, peace, ways, spellweave and so on.)
My thought is that armour in general is too strong, or physical attack skills (both player and enemy) are too weak - If I get hit by something as large as an ulbernaut, around 50LA should not allow me to take zero or minimal damage. Getting hit by something that large should hurt a bit, or at least stun, no matter my skill.
Maybe some form of cap on how much damage can be blocked by armour would help? And then perhaps in addition plate could slow attacks (both physical and casting), whereas lighter armour protects less but has no downside?
Hi Taya, I exploit your post to point out some of my thoughts:
1) Why I suggested to reduce the possibility to cast a spell only if you are not equipping weapons/shields (I was aware all those magical weapons will be useless)? This for me it's only a matter of coherence, when I noticed you can't cast spells while running I thought there are some movements involved, but if casting a spell is only a matter to pronounce some words, then there is no reason to:
a) prevent to cast a spell if you are running;
b) prevent someone from casting a spell if he hold weapons/shields;
c) add maluses to spell casting if you are wearing an heavy armour (unless heavy armour requires an apple in your mouth

);
2) I think armour in general should be nerfed, there is no reason, for example, for a light armour to absorb the whole damage taken from a claymore or such even if it's q300 (the armour): after all it's always leather... and imho it could blocks damages only from daggers and such... and it should be very prone to blunt weapons...
3) About slowing down the armour wearer... some of my ideas :
a) A leather armour could slow down the fighter only a little, but we should count STR, AG and LA skill. The stronger the char the less he is indered by the weight of the armour. The same can be argued for AG and LA skill;
This should be applied to the chance to dodge an attack too in the same way increasing the chance to dodge an attack while increasing AG and LA skill.
The formula should be balanced so even a char with low stat/skills has a good hit rate and dodge chance.
b) The same as above could be applied to MA and HA but with different coefficients in a fashion the heavier the armour the less chance you have to dodge an attack and the slowest the hit rate.
I hope to have been clear!
