I was trying to say that gifting armor doesn't work the same now, since armors cannot be broken. Before, you could get enemies to pick up and equip armor with 0 defense. You could lure enemies with it, or you could let them pick it up, and listen for the equip sound. Lastly, the enemies would have 0 added defense, and possibly the move penalty would apply for wearing the armor.
Green armors tend to be in abundance, so I felt the 50% breakoff point was reasonable. Armors seem more durable and lasting now, so it is only reasonable to have one or two on hand, while the levels generate several in the early levels, most of which are used by enemies, and now last far longer on the targets you are attempting to kill.
It's not so much that Greens are like Onyx, but now that armors are more durable, and do not become 0 defense/useless, Onyx becomes less of an impressive armor. With armor that doesn't break down nearly as fast, and the large availability of armors, you can essentially "wear" armor that doesn't break down.
I do like the idea of knockback increasing as armor loses durability. It can impact enemies to the player's benefit, and gives the player a reason to drop off heavily damaged armor. My opinion is that armor should break down eventually from use. After extensive damage, armor would be weaker, maybe have holes in it. An option would be for heavily damaged Green armor (below 25%) to have a "chance" to block damage (50% chance of reducing damage by 1), just to balance out the armor IMO.