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At lvl 32 pure attack combat classes have about 25 weapon skill, 7-8 weapon accuracy , and 1/2 attribute as weak dice. So you eventally are getting attacked by something like 32s + 15w. Combat medic doesn't even have evasion as a skill to raise it, so his starting stealth bonus will likely become irrelevant after the early game.
Good point that the Stealth armor selector is probably too trigger happy at this point. I have added it to our list to make it compare available armor so that Armor Dodge is given a better shake if your Stealth Skill is too low.
So if you have a character with 14 evasion and 14 stealth in the +14 stealth armor it will be 28 strong dice not counting other factors?
For ranged combat the example you gave appears to be correct. It would be more precise to say stealth armor is a limiting factor on your Stealth skill, if you have less Stealth than stealth armor rating you get all (or possibly half for non-ranged attacks) your Stealth as dice.