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I'm using a heavy armor 2-hand fighter on my second playthorugh and can definitely spot the larger gap between ability activations. As long as you keep illusion spells on hand armor shouldn't be a problem, at least on normal difficulty.
- Armor : It's a number removed to damages, there's armor per attack types Pierce, Slash, Crush, Frost, Fire, Electricity. I'm not sure if Armor includes protection for Arcane. And armor doesn't include protection against Bane attacks.
- Deflection : It's a chance to lower damage type. There's 3 damages types in the game, normal (Hit), Critical (Crit), Graze, and Miss is no damages. Deflection reduce the damage type received, Crit becomes Hit, Hit becomes Graze, Graze becomes Miss.
- Recovery : It's a time added after almost any action before character can do another action, for example after a skill, after an attack, after a spell.
In general Heavy Armor provide higher Armor but no Deflection and higher recovery, Light Armor provide very low armor but highest defection and small recovery, Cloth armor provide no armor, low deflection if any and smallest recovery.
So for mage Cloth or Light armor look like the best choices, Cloth is only for a mage not attracting much aggro, Light Armor is a good jack of all trade for many type of mages, Heavy armor seems a bit unbalanced and de-favored in comparison of Light Armor but it could be a fun alternative for a mage warrior.
EDIT: All characters are mage and can cast spells, so nope there's no other restriction like not be able cast some spells when wearing Heavy Armor or using a Mace.