The most valuable bonuses on defense are:
That's because these bonuses affect the damage output of all your turrets and the health of all your buildings, including support buildings.
The next most valuable bonuses are damage/health boost for specific turrets. The best ones will match the turrets you use most. 30% or more is good, 40% is great. Mine damage bonus is also good.
A good way to decide which specific turret health bonus is best is to add up the total health of all your turrets, by type. For example, you might have 3 beamers, each with 25,000 health. That's a total of 75,000 health. If you have 5 flamers, each with 12,000 health, that's 60,000 total health. So a health boost on beamers will make your base harder to kill than an equivalent health boost on flamers.
A similar approach can be taken for turret damage although this is harder to gauge because some turrets do splash damage. For example, the dps listed for whirlwinds or flamers is low. But they attack many units at once. Same for the plasma cannon. One way to normalize this is to consider how many Turret Points (TP) you use for each turret type.
One other consideration is that your turrets may be used against you if they are dominated. So large damage boosts to beamers may actually do more harm than good to your base. Watch the replays of attacks on your base, and if your turrets of a particular type are being used more against you than for you, consider putting in relics with health bonuses instead of damage bonuses.
Troop damage/health bonuses are also good on defense, as they affect your hero. Use the techniques above to judge which is better, troop damage/health or a damage/health bonus to a specific turret. For example, if your bolters have a total health of 60,000 and your defensive heroes on average have 10,000 health, boosting your bolter health is better. If you have heroes with Hero's Guard or Hero's Retinue, it will affect the free troops as well.
Troop speed is not usually very valuable on defense. Once your hero/units get in position to attack, they don't usually need to move much afterwards, and they are not usually under fire while moving.