Currently the only damage type is that siege weapons do double damage to buildings, which makes sense and works well. Let's leave it that way. Everything else is at 1.00000. So you are mistaken on that count. However, they have a commented out section which may contain types they're thinking about. Here they are, bear in mind they aren't implemented and there's no note about what they're there for. They may be an old version from before they abandoned the idea:
#ArmorTypes = {
# Unarmored = {
# Normal = 1.0,
# Hero = 1.0,
# SpellFire = 1.0,
# Spell = 1.0,
# Light = 1.0,
# Arrow = 1.25,
# Artillery = 1.0,
# },
# Normal = {
# Normal = 1.25,
# Hero = 1.0,
# SpellFire = 1.0,
# Spell = 1.0,
# Light = 1.0,
# Arrow = 1.0,
# Artillery = 1.0,
# },
# Heavy = {
# Normal = 1.0,
# Hero = 1.0,
# SpellFire = 1.0,
# Spell = 1.0,
# Light = 2.0,
# Arrow = 0.5,
# Artillery = 2.0,
# },
# Structure = {
# Normal = 0.75,
# Hero = 1.0,
# SpellFire = 1.5,
# Spell = 1.5,
# Light = 1.0,
# Arrow = 1.0,
# Artillery = 2.0,
# },
# Demigod = {
# Normal = 1.0,
# Hero = 1.0,
# SpellFire = 1.0,
# Spell = 1.0,
# Light = 1.0,
# Arrow = 0.5,
# Artillery = 1.0,
# },
#}
It looks relatively simple. Lighter attacks are less effective against heavy units and buildings, against which the heavier attacks do better.