No armor is that advanced and probably will never be that advanced, unless it's a tank. Modern bullet proof vests are not proof against full automatic fire, or even in most cases armor penetrating rounds.
If I fill the air in front of me with 50 bullets, they won't be dodgeable to someone in front of me. It's physics.And, if the person is moving quickly, the closer he is, the faster you have to move your gun to keep up with the moving target, the faster you move your gun the more inaccurate the following shot. In otherwords, your FA could easily become an outdated special if you want to keep arguing.
Misunderstanding how real-world weapons work while citing them as examples while claiming your fictional armor is awesome is not an argument.
All this does is favor melee - because they could strafe while still hitting their target, while ranged would have to stay still to shoot.MOVING TARGET VS STATIC TARGET:
ALL moving targets recieve +10% to evades to avoid ANY attack, melee or ranged.
ALL static targets recieve -10% to all evades in the chance to hit.
All attacks made while moving (in the case of melee) recieve -10% to attack rating.
Combine The efects of range and moving targets, and we will be a LOT closer to solving the ranged vs melee problem.
The problem lies in server sync - which your suggestions would worsen - and profession toolsets. Trying to jam first person shooter mechanics into character skills solves nothing.