Is the intent to make this information available to the player?
If so: consider simplifying this.
If not: then, why put so much effort towards making it that detailed?
This information is available if the player has a high enough score in the relevant skill to determine the stats of an object.
I can't imagine the point of this. The only reason to make complex calculations is to force a player to make decisions in a single fight. Otherwise everyone will just memorize a wiki made by some math crafters and all this work will be for nothing. In theory you might use this in a system when you can customize weapons and armor, ie, the enemy prefers lasers for w/e reason so you create an armor to minimize lazer damage catching them off guard.
You *can* customize weapons and armour. Not only that, in some of these games you can make it yourself if you have the time. You can increase protection against a single type, or in a single manner. Although DD is pretty consistent and is hard to increase without changing materials or armour types, the others can be increased individually and it's not hard to do. The reason you need two additional types is to provide the player a choice, and more importantly a meaningful one. DR and RE might be more or less effective depending on damage type, the amount of damage and the penetration. It's up to the player to determine which will be more effective for their purposes.
I want preparation to be important to the player. More specifically, I want it to be the best way for a player to gain an advantage in the game. I want to encourage muchkins, and turn every player into one. The player should be spending any time they aren't fighting or managing aftermath of fights planning their build, optimizing their loadout and customizing their equipment to gain the greatest possible advantage in the next fight. Added complexity within the system, if it is done right, can lead to characters making some interesting and creative character builds and being rewarded for it with greater successes. This becomes especially important in team games, where entire guilds do this in a coordinated manner. I thoroughly enjoy this kind of customization, and using it to encourage coordination and teamwork within guilds just makes sense to me.