Well, it sort of does.
The animated armors have been ported into beta the way they were in the alpha "boss hive" - a dungeon where all monsters started with boss like stats. Regular AA's had 1 HP at all levels, but big damage and death protections. It took phys damage chars too many resources to tackle them, but they were fodder for spellcasters. The way they are now gives even vets grievance, because it often takes about equal resources to take a high lvl animated armor out as it takes for a boss.
However, since PISORFF was introduced, there are more ways to take their DP's out, and one of the key sellling points of the PISORFF wizard for me was that he had a rather easy time taking them out compared to most other classes. Take their HP down, and slam them through a lot of walls. It also works if you slam them against other monsters.
Still, that strat sort of pales in comparison, still, when compared to a regen fighter (resists, halpmeh, whatever) with knocback (and you can prep that). If the resists are high enough, he can ignore the huge damage, and use knockback to take out 2 DP's at a time (once for the attack, once for the knockback). A regen fighting Sorcerer with knockback can even take 3 out (phys, mana shield, knockback). PISORFF only takes one out because it only deals the knockback damage.
Now, giving PISORFF pre-knocback damage might be a bit too good / uncodable. Making it so that you could slam one animated armor into another and make them both lose DP's would certanly make it compare more favourably with a regen fighting knockback user, and prompt at least me to use him more in dungeons like vicious Halls of Steel, which I've only ever completed with a Monk before (and other people have been complaining about that one lately, as it made unlocking the vampire way more difficult than unlocking Gorgon or Half-Dragon).
I mean, the wizards are really, really good now, conversion with orcs or trilings gives them tons of damage for PISORFF, and the mana reduction from mana leak and crystal ball has done for spells what resistance did for physical att - it lowered the cost of dealing damage. If my suggestion is codable in any way, it might prompt more people to test out just how strong the spellcasters really are.