Well if there's a whole tree for defensive magic I imagine there'll be area enchatments to protect from all sorts of things, I'd be cool with that as long as it wasn't too deep in (And of course as long as they could be broken)
I hope that the defensive magic is very deep! By that I don't mean there should be 3,281 different defensive spells to chose from, but I want the mechanic itself to be deep. I want there to be different ways of countering enemy offensive magic - blanket barriers that make it harder for enemies to cast spells over your magical domain, possibly broken down into specialized barriers intended to block certain types of spells.
And I want there to be reactionary defensive magic, like MHJeffries mentioned. I really think that the more devastating spells should take multiple turns to cast, and in that time (maybe towards the end, maybe at the start, maybe it'd depend on certain factors - maybe an awareness trait or something) you would get a warning like "Blue Player is attempting to summon a meteor shower over your lands! Would you like to set your will against his?" If you choose yes (and there would probably be parameters to set, as well) then your channeler and your opponent's engage in a battle of wills. The result of this mental struggle would depend on things like magical power, mana invested, etc. Possible results would range from completely blocking the spell to completely failing to block it, and anywhere in between.
This is an aspect of magic, or wizardry, that is completely missing in every single magic-related game I've ever played. And in my opinion it's one of the coolest. I love the mental struggles in LoTR. For example Sauron constantly, incessantly trying to see into Galadriel's thoughts (but failing completely - and in fact in doing so he allows Galadriel to see his thoughts). Actually, it'd be really cool if a successful reactionary defense has a chance to reveal something about the opponent 
Another example where I think this kind of magic is done well is in the Sword of Truth series (despite its other failings). I liked how in a battle involving wizards of relatively equal ability on both sides, it wouldn't be apparent to regular soldiers that there was magic being used all around them because it would largely be countered by the other side before the effects could come to fruition. I don't want it to that extent in Elemental (although as one play-style, sure), because I want to actually see magic 
I'd also like a variation on this in tactical combat, although the mechanics would obviously have to be somewhat different depending how combat actually ends up working.