Here is a case scenario:
A fit and experienced starfleet officer, lets call him William Riker, decides to be quite well trained in unarmed combat. Following that he has a considerable experience with both offensive and defencive tactics. He like to be able to drop things if need to.
Now that officer comes accross Klingon Rogue, a basic Klingon guy who happens to be wearing Klingon Armour.
Bah, the combat starts, Riker decides to hit the Klingon, he makes his attack, he is good and he hits the Rogue.
He rolls the damage: 1d3+strength mod
He is also lucky he rolled 3 and his strength mod is 2, that is a total of 5.
Except that the Klingon is wearing the armour and that deflects 7 points of damage. Even if Riker acomplishes complete success and gets additional +4 to the damage thats 9 all together. He have just made an exceptional hit with all the maximum rolls and so on ... and the result is 2 points.
Now unless he pickups some advantages which allow him to trade the chance to hit for the chance of bigger damage he is hoplessly outgunned.
What is this Riker guy was a female that is quite capable in Judo, a defensive and non impact form of fight, and had 12 points in it, with all due respect she would clear a floor with a basic Klingon and yet if you apply unmodified rules a skill of 12 in unarmed combat would not make much difference against a Klingon with an armour and a skill of 3 or so ... and since this is a defensive style of combat the character could not justify an advantage to cause additional damage.
We see Klingons flying and hiting bulkheads every so often when handled by a decend security officers...
So what gives? Have I missed something? Anyone care to make a suggestion?
Regards