In my opinion defense against CC is more important than DR or damage boosts, especially in the higher difficulty settings.
My highest rated equipment has either of the following,
Loyal, Defiant - resistance against charm, confuse and dominate.
Preservation - defense while stunned or prone. (Against stunned is very important considering it is very difficult to find defense against these)
Break-Out - half duration of stun and knock-down
Sturdy - defense against prone and push
Freedom - defense against stuck, hobbled and paralyzed.
Clarity - defense against all debuffs.
Two of the same don't stack, so don't wear a Break-Out armor if you property on your helmet etc.
Spell-defense, pure Will and Fortitude bonuses and/or useful spell procs are secondary.
Special treatment for my PC, since a lot of conversation checks he priorities bonuses to pure stats lore to cover most situations.
In general Tanks usually have the highest DR possible, especially early since there are so few alternative tactics. When buffs and CC are very limited. I have tried Chanter/Fighter/Paladin/Cipher/Monk tanks so far.
I personally do not like Sanguine plate, reckless tactics depending on procs and self debuffs. But I don't like Frenzy, I even made my barbarian without it believe it or not, and he did just fine damage-wise.
My favorite for sturdy melee brawlers are the (also mentioned above) Wayfarer's Hide. Superb hide (11 Dr, -25% rec), Freedom(!).
Or Blaidh Golan, Fine Hide (7 DR, -25% rec), Break Out & Preservation (!!).
As an attempt to make a front-line battle mage last run, I randomly slapped on the Hand and Key, Fine Breastplate (10 DR, -40% rec) Loyalty(!).
Oddly enough I never found a reason to take it off. Because of the relatively high DR she was rarely targeted, so there was less time needed to cast defensive spells and more time casting CC on the enemy team.
For archers I like to use plain clothes if enchanted as much as as affordable at the time. But only if you can guarantee their safety such as letting them stay back-against-the wall with companions all around, so no monks can come flying at them.