Work in progress on the sheets, I will send you an invite to edit or a PM when yours is ready.
About my house rule on armor, please note that I never liked much the fact than in BECMI more armor is almost mandatory (at least for warriors) as it improves your AC, so I have and will implement this house rule:
Your AC will get better with level regardless of the armor you wear, reflecting the fact that your PCs get better at parrying and dodging.
All PC starts with AC 9 but warriors, mystics and thieves will eventually have AC-10 at 36th level, while spellcasting classes will reach only AC-3. So now Bofar and Lucius will have a natural AC of 7, the others 8. Dexterity is still a bonus to this AC, as is a shield.
Armor however will not improve your AC, but absorb damage. Leather will absorb 3 points of damage if you are hit, scale 4, chain 5, banded 6, plate 7 and full suit 10.
Armor will instead give a malus to your AC, reflecting the fact they make you slower, easier to hit but more difficult to damage. Leather will give you a +1, scale a +2, chain a +3, banded a +4, plate a +5 and full suit a +8, but up to a maximum of 9. This therefore makes armor very convenient at low levels, when you kinda suck at dodging and parrying anyway. Metal armor however is still not very convenient to wizards and thieves as it hamper the possibility for thieves to use their special abilities and gives an increasing failure change to wizard's spells. Both Thieves and Wizards can use leather without malus in my campaign.
Magical armor is a special case as it still absorb damage as normal armor, normally better, with a minor AC malus.
So a plate mail +2 will absorb 9 points of damage and have only a +3 malus to AC, making it a very expensive, sought and precious item.
Armor still has the massive damage catch, meaning that when fighting things which deals massive damage could be more dangerous with heavy armor than without it, as they can hit you easier and the absorbance of the armor could not be enough to save you. Same is true with high level warriors with weapon mastery and magical weapons, which are expert enough to know where to hit even the best armor.
Another catch is Aim: in melee any character of any level can Aim at an opponent to wound him, accepting a -4 to the hit roll but stunning or inflicting double damage if he/she hits. This is particularly useful against heavily armed opponents. Using Aim could be the only way to harm a warrior wearing full suit armor.
With a range weapon, a character can aim with just a -2 malus.
A further note about Hp. They will be based on your constitution and will rise slowly and only up to a certain point. They will reflect stamina rather than wounds, with some exceptions. Aim is one of them. If someone hits you using Aim, you have a real wound, you are not just tired. Wounds will bleed, weaking you and eventually killing you if not tended.
Missiles or projectiles that hit and are not absorbed by the armor always inflict a real wound (this makes range weapons very dangerous as they should be, as you should be worried if someone is taking aim at you with a bow or crossbow).
A character with a shield can try to parry missiles, but will have a malus at close range.
In the new sheets, I have indicated AC and AB (armor class and absorbance of damage)
Taradain has AC 4 (AC8 -3 dexterity -1 magical leather armour) and AB 4 (3 +1 magical leather armour)
Bofar has AC 6 (AC7 -1 dexterity - 1 shield +1 leather armour) and AB 3 (leather armour)
Lucius has AC 9 (AC7 -1 shield +3 chain mail) and AB 5 (chain mail) (so the shield does nothing for him? incorrect, as he gets a free parry action).
Dim has AC 8 (AC 8 -1 dexterity +1 leather armour) and AB 3
You may have noticed I almost entirely avoided talking rules so far, because I wanted the game to be focused on the story, but now that your PCs are rising in level I think a bit more focus on rules could be more interesting to allow you to decide your characters paths and tweak your PCs and their equipment.
Also the Experiment of the titles is also about some house rules I am using since some years
If you prefer to ignore rules, just continue to describe your PC's actions without worrying about them, and I will deal with them. The above is just to further explain that my game is a bit more realistic than normal BECMI rules, so it is better to avoid any BECMI metagaming (such as not worrying too much about archers as they just deal 1d6 per hit) and think more as you would in real life (damn, archers are about to shoot at me!)
That said, if you have comments or questions let me know. I think the above has worked so far and could work well, but please tell me if I made some mistake which I did not noticed yet!