I don’t know if anyone has the same feeling but generally unarmored type enemies seem harder to kill than armored ones. My experience mainly comes from playing 4/5 and some 3/5 (surge staff), but it generally applies.
Bolter takes out most flak armored shooters with a single shot but the unarmoured type takes 2. Flak armored gunners and shotgunners take 2 shots to take out while unarmored take 3-4.
Eviscerator kills flak armored shooters with a headshot but the unarmored ones survive. This goes for the melee enemies too. The mid-tier melee enemies that are armored (except on the head) can either be killed by a light headshot or cut in half with a heavy attack, but the unarmored ones (masked half-naked dudes) take the eviscerator to the ribs or head like a champ.
Surge staff is even worse at dealing with unarmored enemies. It takes multiple casts to take care of them while the flak armored enemies die in one cast.
The most noticeable of these enemy variant differences are the ragers. While the unarmored variant is an absolute brute, the armored variant dies in a few seconds from any armor-piercing weapon. This together with the fact that unarmored enemies spawn in higher numbers makes that variant a far greater threat.
I’m not writing this because I want either to be specifically stronger or weaker, I’m open to any changes that make it more… logical I guess? The way it currently is feels just plain weird. The seemingly elite highly geared enemies are a breeze (less TTK, fewer numbers) and the hypothetical chaff in rags (or half-naked) are the real threat.
TLDR: Unarmored enemies are far greater threats than flak-armored ones due to being both higher in number and taking more shots/hits to kill. This makes the “elite” feel like chaff and the chaff feel like the real deal. It feels weird.
PS: I’m aware of health pool differences, and weapon traits that can help to hit breakpoints it’s not the point.