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It might happen. I'm not guaranteeing anything, not with (*sideways glance, slightly hushed voice*) Stellaris releasing in just over a week, but I might have a look soon.
I was trying to make Crystalline Armor's energy and explosive resistances grow the denser it was. So, because it's supposed to be related to density, I get the bright idea of using the same mechanic that lets (or used to let) armor buff the HP of nearby hexes - with a subsystem stat.
Needless to say, the armor's introduction into ABEM was somewhat delayed because it had an 'unexpected' and gargantuan buff to its energy/explosive resistances. Which, due to the way the ChannelDamage effect was scripted, also meant that even the slightest nudge from a laser, missile, or flak cannon would instantly supercharge the ship's shields. The fact that it worked precisely as intended against railguns didn't immediately tip me off...
A notable exception is ABEM's Powered Armor, which compensates for its 100% damage mitigation by having a fairly low damage resistance to mitigate it with.
They're certainly meant to be better against targets smaller than themselves, ideally supports which can't mount ablative armour.
I'm aware many of the future plans are unknown or impossible, but that's half the fun! :) These modules I have at the moment are either low hanging fruit or stuff I thought was notably missing that fills an otherwise empty tactical role. A somewhat more achievable additional thing I thought of was an activatable repair unit for flagships, similar to the emergency resupply, with similar energy cost. I shall add it to the list...