Oh and one other thing I wanted to mention about the the SPECIAL protection spells: Benevolent Blessing, Cho-Manno's Blessing, Ward of Lights, Stave Off, Vines of Vastwood, Alexi's Cloak, Mage's Guile, Mystic Veil, and Veil of Sorcery are ALL interaction for your opponents too - particularly Combo players! The more of these you play, the more backdoor options you have to interacting with lethal combos, and that flexibility WILL save your life and WILL increase your chances of winning. I know you cover this here in the video, but its worth reiterating that these spells DO count as interaction against your opponents and are thus quite premium.
GREAT effort Lobbert! You've got me me adding to PDH shopping list & digging through my bulk! Looking at Floating Shield, Reality Ripple, Soratami Rainshaper, Dark Dabbling, Wail of the Nim all as possible additions to decks. I think Renegade's Getaway (40:45) is not so bad: "Target permanent gains indestructible" so could potentially save your Tortured Existence or Ashnod's Altar while comboing in mono-Black decks and leaves a body behind which could be sacced to Altar or protect a key creature from an edict.
I feel like faulting the spells that cantrip for encouraging bad play patterns is unfair. If a player uses them too early because they really want the card, that's their poor play and their issue, not the fault of the card.
I'll admit that it's not the strongest point in the "Cons" column but I still think it's a consideration. I start my bit on Shelter by saying that drawing cards is good for obvious reasons but I think it makes for more interesting content to be critical of cards that are obviously good. I stand by my criticism that it's significantly harder to hold up protection spells with higher mana values, which does change the math on how appealing it is to hold onto them, especially when you compare them to 1 mana spells that don't draw you a card, which is the obvious comparison. I agree that while a game is going and it's already in your deck that playing it too soon may be a play mistake but it's one that has real incentive behind it based on the decision to put a higher mana value spell into your deck to get that effect.