It is complicated. If I don't want to cut complexity out entirely, I try to split complexity between construction complexity and battlefield complexity.
In construction, (1) it can mount 3 times, 4 times, or N+1 times the 'mech's structure in armor on a location. (2) It takes up N+1 crits, labeled "V-Armor N".
In the field, (1) critical hits to V-Armor N crits deal N structure damage, (2) hit rolls of 11 or 12 against the unit deal an automatic critical hit or N structure damage, and (3) the 'mech isn't environmentally sealed.
The ability to shake off non-energy weapon heat is ****** potent. It's worth a few tons of heat sinks, so I wanted to make sure it was balanced. It's hard to dial in one one drawback for that would keep it between OP and unplayable. The environmental sealing was probably a bit much. The Critical Hits to V-Armor dealing damage might not be that relevant, especially considering they're only a few crits. Even piling armor on the head only requires 5 or 6 V-Armor crits.
Is the Non-Mech Plating enough to balance it on its own?
Nope. It isn't. You've granted pretty much ALL of the benefits of vehicle construction, while enhancing the benefits of 'mech construction, but you didn't keep the downsides in line with it, and you ADDED an upside.
One of the main reasons vehicles have more armor per ton per location, is that they have fewer locations to armor per ton. IOW it's the same material slathered over fewer surfaces.
The benefits with ballistics comes from the difference between an internal-outwards frame with few hollow spaces, versus wrapping armor around a hollow container.
the tradeoff, is that you need more people in a tank (aside from the VERY light single seaters) than you can even FIT in a 'mech, and the weapons are in largely fixed mounts that don't have to flex like a body flexes. ('mech torsoes are articulated, just like their limbs. a vehicle is a box with an engine and drivetrain,and maybe a turret. One of these can have rigid ventilation and plumbing for the working bits, the other has to be almost completely flexible...)
When you compare other alternate armors in the game (Hardened, Ferro, Light Ferro, Reflec, etc. etc.) they have specific drawbacks that impact build AND play to counter their advantages. Hardened reduces MP-why? because it's more rigid and heavier, also bulkier. Ferro and Light Ferro (and Heavy ferro) eat up critical slot spaces-why? because you still need to be able to move, which means it's got to fit into the moment arm of your various joints and articulations, Ferro-Lam has it's own price for installation, Stealth sends your heat curve through the roof, etc. etc.
It becomes possible ot build a truly BAD 'mech by choosing the wrong armor for the weapons fit and planned movement curve relative to heat sinking.
even from the most potent material that should give the MOST advantages.
this is called 'balance'.
Tanks don't use a different Starslab (standard armor) from 'mechs. You don't get REAL differences in materials until you get down to Battlesuit level composites (Which work because square-cubed law applies-the composites are rigid and strong enough in small surface patches to provide protection, where they'd likely bend and shatter in large sheets from the same impact.)
and, as I said, you should master vehicles before grabbing for their advantages. Vehicle play is NOT like 'mech play, there are things 'mechs do by default you can't do in a tank, and things a tank can do that a 'mech just can't. grabbing for the benefits without knowing what they're paying for it is a pretty poor way to play...besides, do you REALLY want your 'mech to die on the second hit from an Inferno SRM strike? or to be critted out in turn one because the other guy got lucky with an LBX-10?