This is something that I have been thinking for a long time:
-The current system or armour, by which you have to buy it in Ammu every time and you lose it when dying, is a real pain in the ass because it obliges you to go to Ammu every single time you spawn. Also, this affects more to the newbies who die often and not as much to those who die less (like regulars and death avoiders). Besides, this implyies that many times, newbies have no armour because they are killed when trying to enter Ammu, or because of not knowing that they have to buy it there, or simply because they cba to go to Ammu over and over again. And those armourless newbies have to face groups of regulars that DO have armour, which unbalances the game even more and makes newbies leave the server.
-But spawn armour is not good either, because it's a two sided weapon and a priori it gives only 2 options: making it expensive, or making it cheap. If it's made expensive, then it only means an even bigger advantage for the rich regulars over the poor newbies. And if it's cheap, the advantage is that newbies can buy it too, but the disadvantage is that we have everyone with armour, which is bad too because it makes it pointless to have armour, as everyone else has it too.
So you wanna know what I would do? I would make armour not buyable, and spawnarmour would be automatically granted to a player if the difference between his deaths and his kills reachs a certain value. This would be a handicap to help the weakiest players and balance the game. I already made a suggestion for this half a year ago, but it was forgotten and was neither accepted nor rejected. I have been thinking of resuggesting it again, but with a new format that would seem to be better than the former one.