While an intresting idea, I think this is a very round-about way of getting more mana, through essentailly adding more SSI (but to armors).
- More SSI > Less Dex/Stamina Needed > Shuffle Suit Around > Shuffle Stats Around > More Mana
versus the proposed approach, which is more direct:
Though you will still need to make armor with the proposed changes, it is worth pointing out that you can simply* make a copy (property wise) of the piece you are replacing to take advantage of the additional LMC. You would not need to shuffle around any Stamina Increase properties and replace them.
*Simply implies you already know what you want on the piece, because it is what you already have. I consider the time to actually craft the piece (once you know what you want) to be a wash between the two ideas above.
Concerning Mana, the trade-off between medable and non-medable armors is mana recovery (through meditation) versus mana cost (higher LMC). It is clear choice, since you cannot have both. Once you include additional elements (such as Dex and SSI), it increases the complexity of the change, which can more easily yield unbalancing, undesireable results. You may even see more mana intensive warrior templates (Spellweaving comes to mind), due to the free LMC and lower special move costs.
Regarding slower weapons, I think we would be better served if they added an ability which greatly increased the SSI an equipped weapon for a short time (similar to Divine Fury, but with only an SSI buff). It could be at the cost accuracy and defense, for the increased speed. It makes sense, since faster is not always better (try going fast hitting roofing nails,
bring ice). A temporary effect is easier to manage/balance than a permanent raising of SSI. Problems arrise when the temporay effect can be used indefinitely, thus making it permanent.
Stayin Alive,
BG