Here's my take on banners.
While we have only one banner it should probably be filled with tactics that everyone can use. Endurance for toughness, Vigor for AP and Wisdom for Willpower seems like the best set-up for the whole group.
Once we have multiple banners we could obviously consider having different banners for different purposes, although I'm not sure of the practicality of having multiple banners. There are so many possibilities, I guess we won't know until we try it.
Also, I'm not sure how the different banners work, I know all of the banners are purchasable from quartermasters so I assume any standard bearer can use any standard if they have one of each in their inventory. Is this right?
Possible banner set-ups:
A Support Banner (Wisdom, Mending, Vigor) for the support and an Assault/Defence Banner (Brawn, Endurance, Magic Avoidance) for those up at the pointy end. Has the advantage that you could plant them up to 100 feet apart and retain the vast majority of the benefits. Would probably only work on defence though, where the enemy don't just have the option of going round the Assault/Defence group.
And my take on the individual tactics:
Enhanced Brawn - Increases Strength by 5%/10%/15%.
Very nice for melee classes obviously poor for everyone else.
Enhanced Endurance - Increases Toughness by 5%/10%/15%.
Good for everyone, although obviously better for people who stack toughness. As an aside toughness vs wounds is an interesting discussion we should have.
Enhanced Readiness - Increases Initiative by 5%/10%/15%.
I'm not really convinced Initiative is worth having. Being uncrittable sounds nice but it's not documented how this stacks up with bonus crit chance. I doubt anyone stacks it (which is required for percentage increases to be valuable), therefore this seems a pretty poor.
Enhanced Knowledge - Increases Intelligence by 5%/10%/15%.
Obviously very nice for offensive casters, which is not that great a portion of the population. Swings between decent and poor depending upon group make-up.
Enhanced Wisdom - Increases Willpower by 5%/10%/15%.
Increases heals and disrupt. Although even on healers stacking Willpower I think the disrupt is negligible, you'd hope everyone would benefit from better healing.
Enhanced Aim - Increases Ballistic Skill by 5%/10%/15%.
Good for classes whose skills increase with BS, useless to everyone else.
Enhanced Reflexes - Increases Weapon Skill by 5%/10%/15%.
WS is like Initiative, I'm not convinced it's a good stat. Negligible parry chance, and armour penetration which just isn't good. Melee shouldn't really be hitting tanks too often (magic is the tank killer) and it's not really worth penetrating a squishy's armour.
Forceful Weapons - Increases critical hit chance with melee by 2%.
OK for melee, but probably not as good as 5% more strength, never mind 15% more strength. From my experience as a non-strength-stacking tank I'd say more than 40% of my damage comes from strength, which (I think) is the point where 5% strength looks better than 2% crit.
Forceful Bolts - Increases critical hit chance with ranged attacks by 2%.
Same with this in comparison to BS.
Forceful Magic - Increases critical hit chance with magic by 2%.
And this versus Intelligence.
Forceful Mending - Increases critical heal chance by 2%.
And, guess what, this pales in comparison to Willpower.
Arrow Avoidance - Increases Dodge chance by 2%.
Just plain poor.
Blade Avoidance - Increases Parry chance by 2%.
Poor.
Magic Avoidance - Increases Disrupt chance by 2%.
Probably the best of the avoidance buffs due to the fact it works against *all* offensive spells, but still not great.
Weapon Deflection - Increases Armor by 5%.
Tanks don't need more armour (they should all be over the 75% cap anyway), squishies have so little armour that 5% is uselss and armour penetration skills abound. Poor.
Corporeal Deflection - Increases Corporeal resistance by 5%.
I'm not really into casters but I think BWs/Sorcs do a lot of corporeal damage, as do magi. Still, 5% against one school doesn't seem that great, 2% disrupt is more consistently useful.
Elemental Deflection - Increases Elemental resistance by 5%.
BWs/Sorcs primary damage. Decent I suppose but not as good as 2% disrupt.
Spirit Deflection - Increases Spirit resistance by 5%.
There's not that much spiritual damage flying about really. Poor.
Enhanced Training - Increases Experience gain by 3%.
Pointless, you're much better off slotting a skill that will let you kill more and reap the extra XP and renown that way.
Enhanced Glory - Increases Renown gain by 5%.
Same as above.
Enhanced Fame - Increases Influence gain by 5%.
Who uses banners in PvE? I suppose it could go into a specialist banner build.
Thornshield - Deals 10 damage back to the attacker when struck by a melee attack.
Possibly the most useless ever. Not enough damage to be meaningful and completely negated by a HoT, oh I don't know, every half hour or so.
Enhanced Vigor - Increases Action Point regain rate by 10%/20%/30%.
Absolutely fantastic, everyone needs more AP. It allows more healing, more sustained burst damage. More everything. A must on every banner I'd say, unless you're planning on overlapping banners.
Suppress Destruction - Reduces the chance that you will suffer a critical hit by 2%.
Again, poor, although as it should apply to physical and magical damage one of the better mitigation skills.