...well put KK through a marathon Missions session, and I think she passed the test. Didn't even get tagged once while dealing out a lot of hurt to the oppos.
Based on what went down, I agree with Glyph, being optimised for both defence and damage resistance is a good balance and I feel KK is there.
Another factor to take into consideration is speed and offence. With 4d6 (3d6 +11 from Improved reflexes and an additional 1d6 + 1 from Cram) along with Attribute Boost - Agility (3) she was pretty much in top of her game when it came time to roll initiative. I was getting an average of around 3 hits on the attribute boost which upped her Agility to 9 (6 combat turns duration which we never exceeded), thus increasing all pools associated with that attribute. That made a noticeable difference on its own particularly when on two occasions she went up against spirits with her weapon focus, or when she hung in the shadows picking off the oppos with her Remington 950.
As to "optimal" armour, the best physical armour she can really make use of is an armoured jacket (12) Ballistic Mask (+2) with Suretech PPP leggings (+1) and forearm guards (+1) for a total of 16, (which becomes 18 with Mystic Armour). That seems to be in the "sweet spot" so to say as it can handle most weapon AP ratings, (save for the super high powered sniper rifles), especially given she will be able to reduce her attacker's hits/DV by a decent degree with a defence test (which with her Combat sense is a 13 pool). Heavier armours (with the exception of Sleeping Tiger) are "restrictive", which means they compromise skills like sneak, gymnastics, and running (I'm sorry, but the thought of doing acrobatic climb and flip over a fence and landing quietly on the other side, or stealthily moving about in the shadows above while on a metal catwalk in Sec or Swat armour doesn't really work).
As I have mentioned several times, it's not so much getting, hit as to what type of damage occurs (physical or stun) if you are tagged (and like Zelda Bravo mentions, "you are going to get hit"). So best to try and minimise the "pain" as much as possible (again, it is easier to recover stun than body and it's negative effect can also be mitigated temporarily with a stim patch). In most of the runs we were on, we had no mage or shaman with a heal spell and between two runs, we had no downtime to sit and heal up.