This is part of a broader trend, as what few enemies in XCOM 2 do fly behave radically differently and in particular are almost completely forbidden from hanging at arbitrary points in the air to acquire Aim boosts for most purposes, flying units are pretty similar to eg how SPARKs can jump atop buildings as far as travel ability. There's also no armor that provides flight. Also notable is that armor-provided HP is no longer treated as meaningfully distinct from innate soldier HP: a soldier who takes damage is going to need recovery time, period, and there's no mechanics equivalent to how Adaptive Bone Marrow couldn't undo damage to armor-derived HP. Where in the prior game high-tier armors provided Defense, no armor in XCOM 2 provides such: instead the light armors provide Dodge, the heavy armors provide Armor, and the medium armors ultimately provide some Armor as well. That said, there are some notable contrasts. (Only Medium is represented at the bottom tier of armor)
![xcom 2 dev tools xcom 2 dev tools](https://c1.neweggimages.com/ProductImage/32-205-427-S01.jpg)
XCOM 2 is more explicitly organized along these categorical lines, however, with all three types having a representative at the second and third tiers.
![xcom 2 dev tools xcom 2 dev tools](https://assets2.rockpapershotgun.com/01xcom2mutoncenturion.jpg)
Armor is broadly familiar to how it worked in the previous game, though the conceptual organization is different: where the previous game had Generic, Light, Flight, and Psi, XCOM 2 has Medium (Which is the default armor type), Light (Broadly similar to Light from the prior game), and Heavy, which doesn't really map to any of the armor types of the prior game.