In the old system it was easy enough to bypass bad enhancements, but with this more defined tier system we have, and the ui layout you're adapting to, you only get a small, finite amount of various enhancements to put into any tree. This means you can't make enhancements as useless as the following unless they're incorporated into something pragmatic:
Wand DC enhancers - Has no application in the higher levels at all(and considering how easy low lvl play I doubt it's useful there too). If it's enjoined with the Wand and Scroll Mastery enhancements without increasing the AP cost of WSmastery then that's also viable.
Item Defense - I can't even see why this was a subject for discussion in any enhancement revision passed the first year or two of the game. Newbies have enough of a cash flow to support repairs, and this saves a few hundred plat at most(at cap!).
Low HP enhancements(ie Orcish Fury and co.) - Anything asking for below 85% HP is not going to be good enough unless it comes with a severely overpowered effect. I don't even go into a battle with less than 30% hp in the endgame, and when my hp gets there I'm looking to get healed or heal myself. Anything asking for below 60% isn't even going to get attention with an overpowered ability.
If you want to keep your ui, and let's be real, you're probably not going to scrap it, you need to admit that there isn't any room for filler enhancements. ALL of them need to be relevant. They don't all need to be as good as heal amplification and power attack enhancements, but they absolutely do need to be practical.