I sometimes use Heavy Armour on Enforcer/Onslaught for maximum survivability when brawling , but it is a little overpriced.
On many hulls you get more armour for your OP from Armoured Weapon Mounts, which is a little odd, as AWM's 10% armour boost seems like it's supposed to be the 2ndary benefit (it's usually the only reason I take it!)
I suppose the flat increase given by Heavy Armour makes it more suitable for use on ordinarily unarmoured ships.... but armouring unarmoured ships?
That's a very odd play style, and completely at odds with the mechanics of armour.
If there were more mechanisms for punishing over-specialisation in Armour/Shields, the game would encourage a more balanced shield/armour distribution, and make armouring high-tech ships more attractive.
Over-specialisation in armour is sort of punished by EMP.... but EMP fails because:
A) EMP weapons are all over priced, and under powered.
B) Resistant Flux Conduits is way too good; it hard counters EMP, while simultaneously offering an excellent flux dissipation/OP.
Resistant Flux Conduits is another hull mod that has a 2ndary effect that's superior to the primary.
As for countering over-specialisation in shields? IMO this is something we're sorely lacking.
We do have many kinetic weapons with projectile velocities so high that you often can't drop your shields in time..... that's sort of a counter....
though I question the rationale behind weapons that remove player skill(reaction times) from the equation.
Then there's the Afflictor's Quantum Disruptor... not my most favourite of ship system; short range, extremely fast projectile, the lack of means to directly respond to it reduces player agency
Combined with the current phase cloak (another mechanic I'm not particularly fond of), and we have degenerate gameplay that's neither fun to deliver, nor receive attacks from.