Disclaimer: While this is game suggestion, please leave it be in 17.1 since it's more 17.1 related than game suggestion.
Well, I thought a bit about current situation with absorbs and what was possible way how FC want it to do... And I was struck with idea...
So, FC decided to nerf low-hp setups and make incentive for all to go high HP.
Let's look as it is on test:
(assuming 10k hp target with rrfe+3% from bio perkline)
1. You attacked with let's say 20k pvm damage aimed shot.
2. damage got reduced by reflects (13.4k)
3. damage absorbed by layers (cocoon, 10k absorbed, 3.4k here)
4. damage reduced by 50% pvp reduction (1.7k)
5. damage reduced by nano guard/shielding/mech protection (not tested)
6. damage capped to 40% (still 1.7k)
7. damage capped to 13k special limit (still 1.7k)
8. 0 damage = 1 damage rule makes it 1 damage hit.
And here goes enforcer dream:
1. You attacked with let's say 20k pvm damage aimed shot.
2. damage capped to 13k special limit (13k)
3. damage reduced by 50% pvp reduction (6.5k)
4. damage got reduced by reflects (4355)
5. damage absorbed by layers (cocoon, 4355 absorbed, 5645 remains)
6. damage reduced by nano guard/shielding/mech protection (not tested)
7. damage capped to 40% (0)
8. 0 damage = 1 damage rule makes it 1 damage hit.
How it'll affect pvp:
1. Ultra-low hp setups are still removed from game by this fix.
2. Max damage possibly done per 1 special attack on not low-hp setup will be locked to min(6.5k*reflects (7.5k for FA),40%) instead of (40%*reflects).
This will mean boost for builds over (6.5k/40%)=16250 hitpoints due to fact they'll be at higher hp percentage after being hit by capped attack. Actually - 16250+ HP will practically lock it to enforcers (and they can get real boost for it), soldiers, docs and keepers. Other professions have less hp now but this change will make high HP desirable instead of making it penalty.
This will also nerf reflect reduction on low-hp builds. It will completely negate rrfe effect for capped ASes on 11k- builds. If now (on 17.0.5) max hit on 4k hp NT under RRFE is 1120hp it'll be 1600 after this change. But it'll only affect them on high-damage hits. I.e. hit that have pvp potential of more than 40% of your HP will make more damage than it does on 17.0.5. And besides specials, MA crits and very few perks - there is no way to deal such amounts of damage in 1 hit.
It'll also negate current broken situation when you can AS opponent in mech for 1k-4k damage.
Cocoon will remain valuable tool, it'll be 2 capped special absorb instead of "absorb 10k and lose 40% of hp in 1 hit" as it is today.
For agents and soldiers crying about "Onoz, our specials damage will be nerfed" - Since most profession/breed setups don't let you do real 6.5k+ ASes in pvp I hardly see it as a nerf for specials. In fact - capped specials damage will be increased on most current setups on receiving end.
For enforcers it'll be pure lub patch. At last being with more HP will give them boost instead of just ASes capping for more.
In PvM this patch won't affect any mob attacks on players but will make it impossible to AS 99%reflect mobs for 1k+. Again - in PvM it's not that big deal since you can't AS 1 mob more than once.
P.S.: If this change will be applied - I ask to also move blockers check after "hit or miss" check, so people won't be exploiting it by hitting engi with ql1 melee weapon with 4 specials to waste it on engi.