Every one of these question is a personal "taste" kind of thing. It really is, since they designed the game to balance out the good with the bad well enough where no one armor / item / runes / THING in the game is that much better without some sort of negative.
Take your off hand item. Yes +15 energy is great. Unless you are trying to maintain one or more enchants, then it becomes dicey. Also, once you use up your energy and approach zero, you are now waiting for energy regen, which may become an issue as you continue to try to cast spells (try it, you WILL notice the difference). So it's a trade off, and if you do the math, you will see that a +15 energy over the course of 45 seconds or so is equal to +1 regen.
As to armor, the same applies. Sure +10 to physical does not sound like much... and it isn't, it's about a 16% defensive adjustment. But armor was not done to make one uber... or to gimp one either. Sure you can get tatooes on your chest and get more energy, but it is not that much more, and offsets that damage redux.
Now, if you are looking for ideas... I personally prefer staves. Since a staff can have up to 2 inherent abilities PLUS 2 more added on for heads and wrappings, you can get a nice staff with all you need. I like they way they look too.
For armor, I perfer to have a judges / censors chest armor with the wanderers skirt (they look cute on females

) and tatoo my arms and legs, since the odds of getting hit on the chest are 37.5% (highest of any part), I try to make sure that the get the least amount of damage % chance per hit done and still have decent energy.
Jana