Make armor/CON resist point values in line with our 50/75/100 system to attribute to a Percentage Based Resist System. But move to a 20/40/60/80% resist system and set your own, calculable values for each % tier of resistance. Obviously, it takes minimal points to reach a 20% resist but an 80% resist is high-tier and balance it with shields, and resist spells. Change armor values to be in line with this system.
Change shields to give a shield a set amount of hitpoints that can run out based on damage type being done. True absorption.
We NEED a system we can understand, one that is easy for you to calculate and run servers calls with, and is similar to pen-paper cyberpunk games. A scaling, percentage-based system is necessary. As I've lined out in previous posts we current stand at a flat-rate system. 1 point removes a specific amount of damage depending on weapon, not a percentage of overall damage, and I've posted it on a previous brainport entry.
Balance weapons, and PSI accordingly. Revert the ROF change and do your jobs to correctly address DPS.
Address PSI resist issues to fall in line with the 20/40/60/80% resist system.
With armors adding to the overall percentage, don't be afraid to raise Transport costs and do things like adding ATH/AGI hits to higher tier/higher str armor(like you did with power armors) to get people to build really interesting builds and allow for speed/balance/sentry type builds.
It's MUCH, MUCH easier to balance your offensive systems when you've got your defense system fixed. Not to mention, it would be...just...easier to deal with. One pool.