Firstly, I've been looking for stuff to help protect from mind/soul attacks for Viserys and imperial agents in general.
Iron Circlet of Guarded Souls CL 11, immunity to anything that touches the soul and some nondetection grade anti divination. Wouldn't stop Tiamat, but I'd assume it'd slow her down more effectively than something less specialized. It's cheaper than mindblank rings at the very least.
Steel Mind Cap CL 9, reduces stunned and dazed down to confused and confused + staggered respectively. Not the best, but still a lifesaver if someone drops the ball during rocket tag.
Seducer's Bane CL 6, If you make the save against an enchantment it identifies the caster to the wearer, reports a false positive to them, and generates an aura that looks like the spell working properly. Also provides a bonus to will on such saves and against sense motive in general. More for the inquisition than us.
Headband of Mental Resilience CL 16, buffs mental attributes and provides a buffer of 5 virtual ability points to soak drain/damage on mental attributes. Not super useful, but situationally it could be helpful.
On a general minion equipment note, I have some neat goodies for our upcoming wars.
Amulet of Elemental Strife CL 8, provides Resistance 5 against the energy type based on the elemental subtype of any outsider within 60ft. Also allows the wearer to bypass damage reduction on creatures who match the type of their current resistance. One point of confusion on this one; it talks about "outsiders with an elemental subtype" at the beginning, but then switches to "elementals" . So the DR bypass might only apply to elementals if that's not just a mistake. Useful either way given how the genies run things.
Master's Perfect Golden Bell CL 15, reduces DR of all extraplanar creatures by 5 so long as they are within 30 ft while it is ringing. Lasts 1d6 rounds, 10 round daily max. Fun for strike teams, or security forces on a moonchaser.
Engineer's work gloves CL 5, +5 competence on craft and knowledge for repairing and understanding mechanical devices, plus a 1/day touch based instant diagnostic. Might be useful for engineers trying to find the most effective place to spend repair spells, or if it's bad enough to warrant their use in the first place.
Gloves of shaping CL 5, let you manipulate anything with hardness 8 or less like it's soft clay. Anything more than that gets reduced by half. The example given is using these to make steel items with woodworking tools. This could make crafting with really hard materials practical for normal people, and speed up making stuff with regular ones. How much faster would ship construction be if you could sculpt the parts of it without specialized tools before hardening it?
Arrow Magnet CL 3, when thrown it hovers 5 ft off the ground and redirects any projectile that passes through an adjacent square until 5 rounds pass or it is destroyed. Having the point defense on a moonchaser launch these as chaff would be a great way to supplement the shield elements.
It can only be thrown 50 ft, but if it's hover effect isn't fixed against the actual ground for a flying boat it's the perfect item for this kind of work. It costs 300 gp to craft, but that's pretty trivial so long as they don't pop them carelessly.