Donning the armor is a skill. Generally if it fails it means it doesn't give you the necessary protection. The skill is rarely checked, that is, it's a relatively low-tech skill usually with bonuses, so it's only in very low tech worlds that a roll is made, but if the roll fails the armor cover value doesn't apply. I've not had it come up very often in play, but if it did I would figure that on a low failed roll the character is unaware that it's not properly attached until it comes loose in the fight, while on a high failed roll it's obvious that he can't get it on right. A botch would probably mean that he is unaware that he donned it in a way that will hamper him in combat without affording him protection, or that he's created a hazard that the enemy can exploit.
As far as bias level, I would go with @1 or sometimes @0 skills in the tech bias level of the materials, e.g., T1@1 for leather, T2@1 for padded and wooden, T4@1 for soft metals like copper or brass, T5@1 for iron or steel, T9@1 for polymers and plastics. "Powered" armor has to be assessed according to what the power does.
For martial arts, the donning of passive armor remains a tech skill. If the armor used as an active defense, e.g., blocking attacks with bracers, it becomes a B7@5 Advanced Parrying skill.
You actually never work with Tara unless you both respond to a fire or are at a training exercise, since you and she are both always shift supervisors when on; Matt is the swing man, who is a supervisor when there is no other supervisor on but works some shifts under the direction of one of the other supervisors.
You manage all right in the suit. It's a bit hampering dry, and adds about forty pounds to you wet, but it's well distributed. Brandy is not sure how long she could carry it wet; it would take more strength than she anticipated.
Durnmist summers are a bit warmer than home, and getting them wet definitely makes them cooler.
--M. J. Young