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I feel like I need to mention the speed penalties on armor are flat penalties to c/s move speed, they are not percentage reductions. Humans move at 4.6 c/s, with marine armor equipped that slows to 4.2 c/s, which is less than a 10% decrease. With marine armor and bionic legs a colonist moves faster than any human enemy you are likely to encounter, short of an unarmored impid with the jogger trait.
But ya if for whatever reason you want to hit max speed on a colonist while still protecting them as much as possible, recon armor. Locust armor has less protection but also includes a jump pack, which would be even higher mobility. Prestige recon and mechlord armor have identical protection values to recon armor and also have no speed penalty, but provide bonuses to psycasting and mechs respectively.
Also worth mentioning is that all clothing items have armour values; while these are typically significantly smaller than purpose-built armour, a high quality clothing item made from a tough material (Devilstrand, Heavy Fur, Rhino leather etc. Thrumbofur or Hyperweave if you can get it) can sometimes be enough to save a life with a bit of luck.
In my experience, the best balance is achieved with a flak vest and a duster, plus the best helmet I can afford (As Astasia notes, none of the helmets impact move speed). The bonus to survival rates when stray shots or mad animals cross their path is well worth the penalty to speed. But it's perfectly reasonable to forgo the flak vest and just keep a store of vests close to your main defensive position so people can gear up when there's a raid - Just remember that equipping clothes isn't instant, and the last thing you want is raiders bursting in to your colony changing rooms before you're ready.
I also use cataphract (dlc) helms on most pawns end game. otherwise marine helms.
recon armor is kind of under powered imo. i think a good duster , flak vest, flak pants etc might be better than recon depending.