I did a breakdown of the new Miy's armors arranged by slot to compare the different buffs they offer. I thought maybe someone else might like to see it too:
All Miy's armors give AC (of course) and HP.
Boots:
melee=str, duck, run
nano=str, SensImp, dodge
scary=str, sta, duck, run, snare resist
range=str, range energy, duck
tank=str, sta, riposte, parry, duck, root resist
Gloves:
melee=agi, sen, piercing, bow, evade
nano=sen, MatCrea, evade
scary=sen, evade, concealment
range=agi, sen, shotgun, evade
tank=sen, 2h edge, evade
Helmet:
melee=int, ncu, calm resist
nano=int, psy, BioMet, ncu
scary=int, ncu, crit decrease
range=int, assault rifle, ncu
tank=int, ncu, calm resist
Legs:
melee=agi, sen, Martial Arts, ncu
nano=agi, PsyMod, ncu
scary=agi, sen, ncu, root resist
range=agi, rifle, ncu
tank=agi, grenade, heavy wpn, ncu
Sleeve:
melee=psy, 1h edge, 1h blunt, dodge
nano=int, psy, MatMet, dodge
scary=int, psy, perception, dodge
range=psy, pistol, smg, dodge
tank=psy, melee energy, dodge
Body:
melee=sta, melee init, phys init, ncu, max nano
nano=sta, SpaceTime, nano init, ncu, max nano, -nano cost
scary=sta, ncu, max nano, calm resist
range=str, sta, bow, range init, ncu, max nano
tank=str, sta, 2h blunt, ncu, max nano, -nano cost
Notes: in some cases you may want to mix the armor types rather than having all pieces from the range set, for example. Agents, for instance may want range legs for the rifle buff and scary gloves for the concealment. Also, only the nano set has buffs to nano skills.
Likely set for my 1he adventurer would be: melee body, scary legs, melee sleeves, nano helmet, melee gloves, nano boots.