Since Dorvan is bad and ninja-destickied my
Post On Glove Stuffs, here it is in this thread (since the search function is Scary and Confusing!)
Threat
2% Threat
2% threat will grant you more aggro than +20 spell damage as long as you are generating more than 500 TPS. If you are generating less than 500 threat per second, you are probably not level 70 and shouldn't be worrying about glove enchants anyway.
+20 Spell Damage
20 extra spell damage will net you about an extra 10 TPS. If you are in an AoE tanking situation with your consecration doing 100 damage a tick or higher, you will get more out of this enchant.
+15 Spellhit
15 spell hit grants you 1.2%. This is generally not that important, as many of our abilities do not rely on spell hit.
Invisusira recommends: 2% Threat!
Survivability
240 Armor
At first glance, it may not seem like much - this option is very often passed over. However, depending on your gear level, it will actually give you about twice the effective health as a +10 stamina kit would. (.8% vs .4% at your average T4/T5 gear level.)
+10 Stamina
10 stamina will net you 128 hp with your talents. If you have no need for further avoidance, that's basically like an inexpensive socket in your gear.
+15 Agility
With Kings, 15 agility grants you .66% dodge and 35 armor. A good, if not somewhat expensive, way to get that last bit of uncrushability if you have no other options.
+8 Defense
8 defense rating gives you about 4 defense. If you're not at the defense cap already, this is a viable choice.
Invisusira recommends: 240 Armor!
----------------------------------------------------------------
240 Armor: Addendum
Rather than clog up the main post with these numbers, I thought I'd add them on the end. People love teh staminas, so here's the hard math behind how 240 ac provides you with more EH than 10 stam.
After 15k armor, assuming constant damage (1000 DPS), an extra 240 armor effectively reduces the damage per second by 4.32.
After 20k armor, assuming constant damage (1000 DPS), an extra 240 armor effectively reduces the damage per second by 2.88.
Most tanks have armor values that fall neatly between those two. These numbers show that an extra 240 armor yields approximately 3-6health/second. Comparing this with the +10 stamina enchant, a fight would have to last longer than 15-33 seconds for the two to be comparable (most fights obviously do). The armor enchant is much more valuable when it comes to survivability than anything else (including agility) when it comes to MELEE bosses/mobs.
Please note that 240 armor is completely useless again caster mobs and bosses, and that some abilities do bypass armor!
Here are the maths: