I've updated my random item generator to include the new types of armour instead of the previous ATs. I've decided that it'd be easier to redo some of the characters with my new Excel template as remembering which bits I've changed on this already heavily edited sheet would be problematic at best.
Then I'll start on the weapons.
Annoyingly, I'd just instigated the optional rule in Character Law last week regarding the upkeep and repair of armour (CL111). I'd worked everyone's out (with the price of the AT as well including all cost multipliers due to bonuses) and had lots of little check boxes on their sheets so they could put a line in each box for the armour damage and crits.
I suppose the only way around this with the AR system would be to add up all the different components and treat it as 1 suit (even though it's made up of multiple parts) as treating each part separately would be a logistical nightmare.
(also, the base armour endurance would be 100xAR instead of the current 50xAT as there's only 10ARs and 20ATs)