A rmor in Mass Effect 2 has generally weaker armor effect bonuses than in Mass Effect 3 as well as many of the armors providing completely different effects entirely. While on face value increasing the bonuses provided by 100% could result in some imbalances by making the game easier, I believe it just gives you the chance to have greater effects in different areas. If you choose to enter combat with a 50% health boost then by all means, but you'd be sacrificing the chance to have stronger shields or do more weapon damage instead etc.
VLM adds one unique armor option and a variant of the no-helmet option; the Cyclops Visor and the no-helmet with headset. While I'm sure these will appear in other mods if they haven't done already, the difference here is that VLM does things properly and gives these pieces unique armor effects and proper localization entries to match. Below are specific changes made to each individual armor piece at this time (I may make minor changes and update this article closer to release).
The Kestrel Armor has bonuses that makes the armor much more powerful than the standard in-game armors. By using the reduced effects given to the armor in Mass Effect 3 the armor is much more balanced. This armor now provides solely a reduced cool-down to powers.
Incinerate is a damage over time power that is effective against enemies with armor, and can stop health rengeration, especially on the Krogan. We choose the Heavy variant of the Evolved Power to increase the damage of it to a huge 210 over three seconds. 153554b96e