[X] Expelliarmus (Deep Understanding) - DADA. The Disarming Charm, is a defensive spell which forces the victim to release whatever they were holding at the time. It is common to see this spell used in duels, to make an opponent release their wand. Only for those with a deep understanding is it possible to throw the enemy back at the same time.
A very good, very efficient spell that will end a fight definitively for those not expecting it. With a deep understanding, it turns from a good tool into a great one. Sure, it's not as creative, but we have plenty of other creative options and having a simple one to fall back on never hurts when creativity is not enough. Also, if this unlocks the spell for us then it grants us a spell with a DC of 100 we have yet to start on as well as a deep understanding of it.
[X] Gloves, I want Gloves – You have many plans of doing things that may be dangerous, and while you are no one to recoil from simple risks like that, it may be wise to get one measure security before that happens. While it may be too much to aim for eternal defenses, it should be possible to create something that can guard you once from a spell, a venom or a similar direct attack that would otherwise kill or maim you. (Add new Alchemy Idea 'Járnglófar' to your Notebook.)
Again, and I just want to preface this. The gloves will ignore one lethal blow. While the shoes may be more useful overall at the moment there is nothing stopping us from coming up with something like them in the future or using a broom. Can we use them in combat? I am not quite sure, but when it comes to the gloves they are a necessary precaution when we fight in duels way outside our weight class. No matter what rank or skill level we eventually reach as a duelist they will always be useful. Say we crit fail a defense roll, in which case no amount of skill is going to stop that from striking us. That is of course if we did not have the gloves. We can stay on our feet longer and fight against stronger opponents without fear of instadeath from a dark wizard. We get them, we get insurance for every single duel we may face. We get the boots, and sure, we get some more exploration options, but nothing that can't be done with other spells or items that I believe will take less effort than a dedicated item.
Also, just to add to my reasoning for gloves again, we can perhaps make them for other people. Which I have no doubt will help as the story progresses. I am not trying to fear monger by stating that bad things will happen or that we will not have a fighting chance against these threats, but getting insurance for ourselves and potentially our friends seems to be the most practical and efficient long term option.
That and I kinda want to develop more spell armor, though that's just me. That and I like the Norse symbolism Járnglófarm, just gotta get the magic belt and hammer and we can complete the set.