Started to reply in another thread, but this particular topic is a pretty big segue from OP's query. So, new thread to avoid derailing him.
Neither PRR nor MRR scale by skull. Barbarian %DR doesn't scale by skull. Absorb% doesn't scale by skull. Saves and Resists don't scale by skull. Are these all broken, too?
IIRC, the only mitigation elements that scale by skull are conceal, incorporeal, and self-heal -- and I consider ALL of those to be quite ill-conceived (aka broken) because they pretty much only make reaper harder for melee. CC & Kiting work even when you have no mitigation at all.
Now to the point of making this a new post. Should you increase Dodge or should you increase PRR? It's all about total mitigation. At cap -- especially with a few reaper points and some EPLs -- melee will have around 200 PRR or 66.6% physical mitigation. Should you add 1% Dodge or 10 PRR?
Adding 10 PRR takes your mitigation to 67.7%, for an overall gain of 3.2%. Raising your Dodge from 27 to 28 is a 3.6% overall gain. So, Dodge wins. If your PRR is low, you can definitely gain more from increasing it than upping your Dodge, but in general, the higher your PRR and the lower your Dodge, the more you gain from Dodge instead of PRR.
At cap, it's so easy to hit the diminishing returns on PRR compared to Dodge, that it doesn't really make sense to wear Medium or Heavy armor if you want to maximize PHYSICAL mitigation. So, wear Light, max your MDB & Dodge. All done? Uh, nope.
What to do about incoming MAGIC? You're capped at 100 MRR with Light. Will Med/Hvy let you live? Nope. Some builds can struggle to reach 100 MRR in medium, but the practical limit of MRR for melee DPS is around 130~170 depending on PLs. That's not enough more than 100 MRR to matter -- not when two dot ticks might be enough to kill you. No matter what weight your armor, as a DPS you'll want something more for magic.
That's where gear sets like Salt come in. It's pretty easy to get %Absorb in Acid, Cold, Electric, Fire, and Negative at the same time. You can cover the rest with T4 in EA if you're paranoid or you know you'll be taking a large variety of magic damage (eg. you'll be tanking things). Those extra aborbs from gear and tree ARE enough for both Light & Cloth DPS to live.
Without absorbs, the only way to mitigate magic is with a Large or Tower Shield. Wearing one includes a hidden 2x MRR effect for any magic damage with a reflex save. Combine that with a high reflex (which still works to cut incoming by 50% even without evasion) and the classic tank barely blinks at incoming magic.
Unfortunately for DPS, Shields are not viable. Sword+Board is stuck with Vanguard, which pretty much requires it's capstone to compete with other DPS. So, S&B (which Medium & Heavy needs to really shine) is almost never played. IMHO, one tiny update to the VG tree would instantly put S&B back on the map: a 1 AP T3 enhance that permits SWF to work with Small, Large, & Tower Shields. DPS would end up similar to Swash. Balanced, highly useful, neither too weak nor too strong.
Best of all, that one tiny change would not only balance the choice between medium & light by giving builders a serious "hmmm .. more physical or magical" choice, it would put Medium AND S+B builds back on the menu with very little effort and not one single nerf to any existing build or play style.