This is how it's used in the game. It's the game design I'm criticizing.
I'm not sure I understand what the criticism is, in that case. Is it that:
- Starfield presents space suits as viable combat armour (this is not the case, people are wearing them because it's what they have available and many people resultantly die. Yes, they have combat stats, but at no point are they presented as being akin to power armour). There isn't anything else in the setting they could feasibly wear into combat, from what I've seen
or
- The player and enemies can take multiple hits (true of virtually every other videogame ever, including the majority of pure FPS games)
You said that the design philosophy of FPS games is to have less abstraction, but the first wave of FPS games were arguably even less realistic in that sense than RPGs of the era - Wolfenstein 3D's SS guards would take about 10 - 15 bullets from an MP40, Doom's Barons of Hell would eat rockets to the face, System Shock had enemies that would shrug off a Magpulse hit. Even the slightly less spongey games, like Outlaws, had enemies being shot, visibly bleeding and flinching, and then walking off like nothing happened. Soldier of Fortune, advertised at the time as realistic, would have enemies get shot and play a pain animation for a second before fully recovering (and the player character was wearing nothing but a jacket most of the time). Even 2000s FPS games, which leaned towards less spongey enemies and more "realism", had nigh-invincible player characters and enemies who'd take at least a couple shots (Call of Duty, Medal of Honor, etc).
The criticism you're making is not only not unique to Starfield (I know you acknowledged this), but also not uniquely pronounced in Starfield. Even pure FPS games don't generally try to do what you're asking for.