Armour currently has a Load of (Protection / 2). This generates Encumbrance values which are too high for most fighters to carry, especially with the effective cap on Strength of +3 (without Virtues).
Furthermore, since Encumbrance subtracts from Attack and Defence, and these respectively Add to the Damage you inflict, or Subtract from Damage received (via he Attack excess over Defence), and may do so twice or more (because of Carry-over). Thus under straight ArM4, Armour actually has a negative value, where each point of Protection causes a net reduction in your effective Soak!
This leads to the House Rule:
Excessive use of the Carry-over rule may mean that one can overcome even the highest Soak value, and may indeed "save up" for a single blow killing strike on even the toughest creature.
Also, some weapons have particularly high Attack values compared both to their Damage ratings, and to "plausible" damage inflicted (e.g. the Whip). Such weapons can easily become the "killer" weapon.
I therefore propose the simple House Rule:
{I might prefer a more complex rule confining Carry-over to one round only, but this requires extra book-keeping to identify the component of the Attacker's excess in any round which comes from either the previous round's Carry-over or from the new round's dice-roll.]
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