I found something interesting when looking at penetration, so I'll take a step back to recap:
I came up with the "uniarmor" concept several pages ago in this thread when testing the "ricochet" deflection of bolts off armor. The creature size or body part size didn't matter to that deflection type, but the LAYER_SIZE of the armor did matter. The "uniarmor" set covers a dwarf in a uniform layer of [LAYER_SIZE:20] plate armor. This was supposed to remove "where did the bolt hit?" from future research. It does in fact work for the "ricochet" deflection type.
[ITEM_WEAPON:ITEM_WEAPON_SPEAR_VARIABLE]
[NAME:variable spear:variable spear]
[SIZE:300]
[SKILL:SPEAR]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
The format is ATTACK:EDGE/BLUNT:contact area:penetration size:verb2nd:verb3rd:noun:velocity multiplier
[ATTACK:EDGE:2:1:1:1:NO_SUB:1250]
[ATTACK:EDGE:2:10:10:10:NO_SUB:1250]
[ATTACK:EDGE:2:100:100:100:NO_SUB:1250]
[ATTACK:EDGE:2:1000:1000:1000:NO_SUB:1250]
[ATTACK:EDGE:2:10000:10000:10000:NO_SUB:1250]
[ATTACK:EDGE:2:100000:100000:100000:NO_SUB:1250]
This is a variable spear. It has a bolt-sized contact area and several levels of penetration. I used it, and several other versions that went like "21,22,23,24,25,26" etc. to measure the thickness, in "penetration units", of skin, fat, muscle, and armor. "Measure" means stab each body part with each penetration size repeatedly.
The dwarf upper body is, in "penetration units", about 3 skin, 38 fat, and 229 muscle, so you need a weapon of over 270 penetration to stab a dwarf in the heart (a weapon of less penetration will only tear muscle and bruise the heart!). These penetration amounts are proportional to the CUBE ROOT of (body_part_size/10). A dwarf's upper body is relsize 1000 whereas the head is relsize 300, so the dwarf's head only has 25 fat.
A kea has about 1 skin, 9 fat, and 48 muscle. A giant has about 20 skin, 204 fat, and 1051 muscle. A dwarf has thicker muscle than a human or a scaled-down giant, because of the natural dwarf strength bonus in their RAWS, and [THICKENS_ON_STRENGTH] in the tissue template. For humans and giants, the upper body skin:fat:muscle is in the ratios 1:10:50, even though the tissue token is [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]. This is due to [THICKENS_ON_ENERGY_STORAGE] in the fat tissue doubling the tissue thickness for healthy fat levels. Presumably fat dwarves are thicker, and starving thin dwarves have almost no fat.
Now for armor:
See
http://dwarffortresswiki.org/index.php/DF2012_Talk:Weight where I gave a method to calculate the weight of clothing or armor. Extensive testing has revealed that the thickness in "penetration units" of armor is given by:
[BODY_SIZE]*(percentage)*[COVERAGE]*[LAYER_SIZE]*(step factor)/100000
So Uniplate (for the upper body) is 60000*0.1836*100*20*1.25/100000 = 275 penetration units
Unihelm=66
Unigreaves=385
Unigauntlets=22
Uniboots=26
See the problem yet?
Since the penetration size required to penetrate armor with an edged attack (otherwise the attack is converted to blunt) is linearly proportional to the creature size, a giant has 5.3x the tissue penetration req. of a dwarf, but giant-sized armor has 150x the penetration req. (about 41314 for giant-sized uniplate). Worse, the clothing worn by those "deity" guys you can meet in adventure mode is about 55000 penetration units thick. Vanilla bolts have penetration 2000, and pikes have 12000. Do the math.
So in order to put a real uniform layer of metal across a dwarf, you have to make each piece of armor equal in volume, which means equal weight if the armor is all made of the same material. This extra weight makes it hard to move in combat.
I'd call it a bug if you need to wear a 17 kg boot to get the same thickness of metal as a 17 kg breastplate, even though the breastplate covers a larger body part (the upper body) than the foot. The armor should probably scale the same way that the body tissues scale (cube root).