As a rule, resistance in many expansions protects against any kind of magic, but in my opinion, it would also be good to introduce a distinction there. For example, someone might have 75% fire resistance but weak resistance to cold. And so on.
1) impact physics: heavy weapons, earth, air
2) piercing physics: spears and piercing swords, some earth spells
3) cutting physics: swords, axes, and the like, as well as the element of water
4) "area" effect: burns from fire, acids and poisons, lightning, etc.
And yes, this is especially important in terms of armor/equipment. In terms of stats, it makes sense to separate only the first three options from the last fourth. Or create special skills.
I only remember aggro on Ormhild, who was a top-tier god compared to others. It just wasn't worth the investment. Moreover, not every warrior of ours was a tank.