It looks like Guarded Strike is not providing its auto defense bonus. I noticed this during gameplay and then found this:
<StrVal>UNitStat_Defense_Pierce</StrVal>
I, for one, find Guarded Strike kinda worthless and I'm wondering if this bug hasn't popped up because people just don't use it. Along these lines I played around with Shield Bash as a 100% damage Guarded Strike.... it wasn't flashy, but it sure was useful.
And, while I'm suggesting stuff, I created a "rescue" kite shield for unit access:
<GameItemType InternalName="KiteShield_Brethren">
<DisplayName>Brethren Shield</DisplayName>
<Description>I don't know Elemental lore.</Description>
<Type>Defense</Type>
<WeaponType>Shield</WeaponType>
<CanBeEquipped>1</CanBeEquipped>
<AdditionalTrainingTurns>8</AdditionalTrainingTurns>
<ShopValue>30</ShopValue>
<ProductionRequirement>
<Type>Resource</Type>
<Attribute>RefinedCrystal</Attribute>
<Value>10</Value>
</ProductionRequirement>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_Defense_Pierce</StrVal>
<Value>6</Value>
</GameModifier>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_Dodge</StrVal>
<Value>6</Value>
</GameModifier>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_Tactical_Auto_Defense_Boost</StrVal>
<Value>15</Value>
<Provides>+15 Defense when Defending</Provides>
</GameModifier>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>UnlockCombatAbility</Attribute>
<StrVal>ShieldBash_Ability</StrVal>
<Provides>Shield Bash- Knocks the victim back a tile</Provides>
</GameModifier>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_IsShield</StrVal>
<Value>1</Value>
<Provides>Enables abilities that require Shields</Provides>
</GameModifier>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>UnlockCombatAbility</Attribute>
<StrVal>Rescue_Shield</StrVal>
<Provides>Rescue an adjacent friendly unit and then take another action.</Provides>
</GameModifier>
<IsAvailableForSovereignCustomization>0</IsAvailableForSovereignCustomization>
<RarityDisplay>Common</RarityDisplay>
<Prereq>
<Type>Tech</Type>
<Attribute>Arcane_Apparel</Attribute>
</Prereq>
<AIData AIPersonality="AI_General">
<AIPriority>17</AIPriority>
</AIData>
<ArtDef>RoundShield_Krax_ArtDef</ArtDef>
<GameItemTypeArtDef InternalName="RoundShield_Krax_ArtDef">
<GameItemTypeModelPack InternalName="RoundShield_Krax_Default">
<IconFile>Armor_BronzeShield.png</IconFile>
<TintR>207</TintR>
<TintG>53</TintG>
<TintB>16</TintB>
<SupportedUnitModelType>AmarianFemale</SupportedUnitModelType>
<SupportedUnitModelType>AmarianMale</SupportedUnitModelType>
<SupportedUnitModelType>EmpireFemale</SupportedUnitModelType>
<SupportedUnitModelType>EmpireMale</SupportedUnitModelType>
<SupportedUnitModelType>FallenFemale</SupportedUnitModelType>
<SupportedUnitModelType>FallenMale</SupportedUnitModelType>
<SupportedUnitModelType>HenchmanMale</SupportedUnitModelType>
<SupportedUnitModelType>IroneerFemale</SupportedUnitModelType>
<SupportedUnitModelType>IroneerMale</SupportedUnitModelType>
<SupportedUnitModelType>IronGolem</SupportedUnitModelType>
<SupportedUnitModelType>JuggernautMale</SupportedUnitModelType>
<SupportedUnitModelType>KingdomFemale</SupportedUnitModelType>
<SupportedUnitModelType>KingdomMale</SupportedUnitModelType>
<SupportedUnitModelType>MancerFemale</SupportedUnitModelType>
<SupportedUnitModelType>MancerMale</SupportedUnitModelType>
<SupportedUnitModelType>QuendarFemale</SupportedUnitModelType>
<SupportedUnitModelType>QuendarMale</SupportedUnitModelType>
<SupportedUnitModelType>SlaveMale</SupportedUnitModelType>
<SupportedUnitModelType>TarthanFemale</SupportedUnitModelType>
<SupportedUnitModelType>TarthanMale</SupportedUnitModelType>
<SupportedUnitModelType>UrxenFemale</SupportedUnitModelType>
<SupportedUnitModelType>UrxenMale</SupportedUnitModelType>
<SupportedUnitModelType>WraithFemale</SupportedUnitModelType>
<SupportedUnitModelType>WraithMale</SupportedUnitModelType>
<GameItemTypeModel>
<ModelFile>gfx/hkb/Armor/A_Krax_Shield_01.hkb</ModelFile>
<Texture_All>gfx/hkb/Armor/A_Krax_Shield_Texture_01.dds</Texture_All>
<Attachment>Shield_left_Lcf</Attachment>
<Color_All>139,103,49,255</Color_All>
</GameItemTypeModel>
</GameItemTypeModelPack>
</GameItemTypeArtDef>
</GameItemType>
<SpellDef InternalName="Rescue_Shield">
<DisplayName>Rescue</DisplayName>
<Description>Rescue an adjacent friendly unit and then take another action.</Description>
<IconFG>Ability_Rescue_Icon.png</IconFG>
<Cooldown>5</Cooldown>
<SpellBookSortCategory>Unit</SpellBookSortCategory>
<SpellBookSortSubCategory>Movement</SpellBookSortSubCategory>
<SpellType>Tactical</SpellType>
<SpellClass>Offensive</SpellClass>
<SpellSubClass>Other</SpellSubClass>
<SpellTargetType>FriendlyUnit</SpellTargetType>
<HideInHiergamenon>1</HideInHiergamenon>
<IsSpecialAbility>1</IsSpecialAbility>
<Range>1</Range>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>SwapPosition</Attribute>
</GameModifier>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_CombatSpeed</StrVal>
<ApplyToCaster>1</ApplyToCaster>
<Duration>1</Duration>
<UpdateDurationAtTurnStart>1</UpdateDurationAtTurnStart>
<Value>100</Value>
</GameModifier>
<AIData AIPersonality="AI_General">
<AIPriority>50</AIPriority>
</AIData>
<HitSoundFX>Spell_DarkEnchant_04</HitSoundFX>
<SpellDefEffect>
<EffectName>Y_SummonDeathDemon_Particle</EffectName>
<LocalPosition>0,0,0</LocalPosition>
<EffectScale>1</EffectScale>
<EffectDelay>0</EffectDelay>
<SnapToTerrain>1</SnapToTerrain>
</SpellDefEffect>
<SpellDefEffect>
<EffectName>Y_SummonDeathDemon_Particle</EffectName>
<LocalPosition>0,0,0</LocalPosition>
<EffectScale>1</EffectScale>
<EffectDelay>0</EffectDelay>
<SnapToTerrain>1</SnapToTerrain>
<PlayOnCaster>1</PlayOnCaster>
</SpellDefEffect>
</SpellDef>
I don't expect you guys to include suggested pieces of gear, but it never hurts to post it I suppose.