Plate armor should be very potent against cut damage, except perhaps the most powerful polearms.
By plate I assume you mean the scale armors, and sure, lacerations should be the least effective type of damage against pretty much anything made of metal, but then, if you do that, you are going to see people complaining that swords are no longer effective because they have this hollywood idea that swords would cut through everything.
Armor should also be relatively resistant to pierce damage and arrows, except when they hit weak spots.
Depends, scale armors made of stitched small pieces of solid metal should offer some degree of deflections and there shouldn't be so many arrows sticking out of people, even though damage should be applied because of the impact of the arrow. As for other types like chainmail, no, there are plenty of videos on YouTube (Tod's Workshop, for example) that showcase armors, weapons and shields, some even use ballistic gel to demonstrate blunt force applied even when the arrow/bolt fails to pierce.
Armor should be somewhat better protection against blunt damage, although blunt weapons will be the main weapons used against armor. Blunt weapons in turn should be less effective against unarmored units.
This just doesn't make any sense, why would blunt be less effective versus less armor? If you have increased padding and leather, then sure, those would absorb a greater amount of force, the whole idea behind blunt is not to penetrate, but to transfer force into the squishy thing underneath the armor, namely you.
As for TW priorities, I believe they had their priorities before the release of EA, and then issues arose and they shifted what they could to deal with those, like the snowballing that is being worked on until now with constant progress.
IMO their mistake was trying to fix everything at the same time and rushing changes before they could properly plan and test their impact on gameplay, specially since they don't have a really big team that can be dedicated to making those changes while another part of the team sticks to their planned priorities. Part of the reason why I think their development time increased between patches.
And before someone says anything, no, selling a lot of copies and making money does not mean necessarily that they should start hiring as many people as they can, first because they are a company and costs have to be managed, we have no idea on how their financial status is to advise anything, second because there might not be enough qualified professionals available, and even if they had promising applications, those people would still have to be brought up to speed on the project before they could pick up things to deliver.







