I would definitely recommend experimenting and just using logic. For example if you are a level 6 or below and don't see any jump attacks on defense, the wall buff makes a lot of sense. Wall buff is great against ground troops, but won't help you at all against a 16+ jet/jump attack. The bantha or dewback gr's are buffers. They slow down attackers, to allow turrets and a complimentary gr like snipers, to pick off the attackers. A moving wall so to speak. If you use jets/jumps in your sc, you might want to have that armory item activated on defense. If you don't want to use the jet/jump buff on defense, then think about togs, bikes, or something else in your squad center for defense. Attacked by a lot of jets/jumps and you have enough burst turrets to make it worth your while, activate the enhanced heat sink for bursts. I have seen many different combinations work, but they tend to work when the player uses them in the right mix for the base layout they have, what's in their squad center, what gr's they have or want to use, turret mix, what attack strategies they use, etc. It's not a simple answer.
On attacks at level 8 or above, the jet/jump buff is a no brainer. The other options are driven by what you use. If I'm using a Sullustan attack, I obviously need the Sully skins activated. On a green planet, I might want to use the Senator Leia skin. On Hoth, I may activate the Tauntaun skins for either offense or defense. I think the only two armory buffs you will get a near unanimous agreement on, are the jet/jump buffs on offense and sniper gr on defense. I would highly recommend that you watch your replays, and zero in on what each buff is doing for you, and the AI tendencies for attacking units and for gr and sc troops on defense.
Squad Level: 50