Some of the comments on early game armour above have reminded me of an effect I experience with the new armour system.
Because all light armours, including primitive, have the same armour rating per quality level, I always find myself avoiding Q1 armour, and just staying in Q5 primitive until I can make/find Q3 or so 'real' armour.
The only exception is I'll make a Q1 lumberjack set because the set bonus (double wood harvest) is impactful even at Q1. For the other armours, the benefits just...aren't. +2 health or +1 inventory or whatever is pretty meaningless.
I understand why TFP backloaded armour benefits, so going from Q5 to Q6 brings a massive benefit with a lot of armours, but I rather wish they were frontloaded too. Getting out of primitive into a Q1 armour piece should feel good. It should feel like you're defining your build/strategy and would present some hard choices as to which Q1 pieces to craft if armour pieces gave a significant boost at Q1 as well as Q6. If athletics shoes gave 10% speed + 2% per quality level, or whatever, there would be a good reason to get into Q1 armour. Improved low quality level armour pieces would also bring hard choices, which is always a good thing. Using athetic shoes would mean giving up say the biker boots weapon stamina reduction, which if it was 10% + 2% per quality level would also be very impactful early game.
I'd keep the big jump again between Q5 and Q6, so the progression for the above pieces would actually be something like 12/14/16/18/20/30 % bonus for Q1-Q6.
I don't think increasing armour effects in this way would be overpowered (especially if a slightly reduced approach was taken for the really popular damage boosting pieces) and such a change would massively increase the attractiveness of Q1 armours and add a great 'feel good' factor to making progress in armour crafting and/or looting armour pieces.