Something that occured to me while poking over the wiki.
According to the rules for Wards against mundane substances, her Bracelet Proof against Steel should provide a a base soak bonus of +05, not total immunity. You could drop range to touch and upgrade duration to Sun, twice per day. This would ward you against any and all metal for +05 soak for the effect's duration.
Yet, it seems what you want instead is a variant on "Repel the Wooden Shafts", but for metal weapons? In which case, this is different, and, IMHO, you should use the lower Base 2 guideline (keep earth away from you, under your conscious control") and apply similar rules to Repel the Wooden Shaft (it affects one weapon, you must be conscious of it, the attack fails, blah blah blah). The upside is that you gain 3 magnitudes, that you could use to upgrade another enchantment. The downside are obvious, like for RtwS.
Hum... Likewise, it seems to me your Red Cap of Warmth uses the wrong guideline, since, as I read it, its purpose is to keep you warm, period. IMO, it should use CrIg base 2 (heat an object to be warm to the touch) on you. This saves 2 magnitudes, so, for exemple, you can put the duration to Concentration (-1), give it 50 uses per day (+1), which allows you to keep you and about 25 person warm 24/24, and still save 2 magnitudes to upgrade another enchantment. Like, having your bracelet proof against still give +15 soak against any and all metal for Sun duration, twice per day. Or you could combine this with the "repel" variant to have 5 extra magnitudes of enchantments
Oh, and as I see it, your boots of the march also eliminate wound penalties, not just fatigue. In fact, IIRC, this is exactly how the Tireless Flight works.