OK that's alot of good information to keep in mind, i'm not real happy with the warrior concept as it was so i'll defenitely go work it over.
there is other chracters as well one of which is a female ranger. i mention it now as i started modelling with her (i had a blank woman to use, we need archery earlier than magic and combat, boobs are fun)
so here she is for now

- ranfwip.jpg (109.45 KiB) Viewed 4382 times
...somewhat late to modify too much but i'm still open to suggestions. i'll scrap days of work for a really good idea.
now the reasoning behind the shoulders all being seperate is a practical limitation of animation. when you move your arm your skin stretches, in an animated model the same happens, but unlike your body the skin is simply where i place it. there is no internal parts to hold it in place. the only control i really have is adjusting how strongly one "bone" affects a certain point. this comes to a head at the shoulders where you need near full hemispherical rotation at two pivot points. by having a seperate pauldron mesh i can move it around more easily but also hide some things happening underneath that don't look great.
i'm sure you've all seen video games where shoulders do things they don't look like the should've. that is why.
your not the first person to tell me to cover the joints up, the issue i see is the weapons are pretty much fatal regradless i prefer the idea of maintaining full mobility the plates and hardened protection are more for stray arrows than swords in the game they will be in. unlike our history i have magic to dodge as well.
for the moment i'm avoiding armoured joints, but the warrior redesign (male and female) may change that.