Protective Spirit is high on the list right now, spike teams are very trendy right now and that one spell has pretty darned good chances to kill their effectiveness. Its especially nice since most people target monks first you can put that on them and all you need is a healing breeze and the occasional orison and your good. You would be surprised how slow some spike teams are to switch targets.
My favorite elite in protection is Shield of Regeneration, at high levels you get 11-12secs of +10 health regen then add the +40AL and you've got a great focus-fire deterrent, BUT even if the enemy switches targets its not useless -- it will keep healing your target. It also helps if you want to run a 0 Healing Prayers build, as with that you can still chip in with some healing now and then.
Reversal of Fortune is pretty good, the only problem I have with it is the high chance that it will be knocked off by some little hit, but even then its not a bad skill.
I like Shielding Hands, the damage that it can reduce at the cost of 5en is impressive. At a 25sec recharge you'll get to use a several times in a fight, but it is definately worth it to me
I always bring Mend Ailment/Condition, Mend Ailment if nobody else has condition removal or Mend Condition of someone does.
Hex removal is another one that depends on the team, I like convert hexes if someone else has a way to kill hexes, but usually wind up bringing remove hex.
Signet of Devotion finds its way onto my skill bar now and then, its a nice stand-by heal, and can be used if your under alot of energy denial.
One thing that i have found to be effective is to use Blessed Aura with all of that, getting 30% extra effectiveness for -25% energy regen isn't a horrible idea, but what I find to be really nice is that the gap between your spells duration and their recharge time is that much narrower, so you can keep 'em out there a higher percentage of the time.
You might notice that I just outlined pretty much half of my skill options as enchantments, so you really, really need to watch out for anti-enchantment builds. The most popular right now is Nature's Renewal, which can really mess you up, but some people still like Shatter Enchantment and Rend Enchantments. So just be on the lookout for those.
The final thing that I consider is energy management. Mind you, I have done a healing/protector without any skills devoted to energy management and have done well, I found that because your able to carry more utility spells with you that you can counter your enemies more effectively and that in and of itself is a sort of energy management.
But, for energy management skills you've got a few options, all depending on your situation. I've found that using Bonetti's Defense with my mo/w can work literal wonders in almost every single Arena fight, but that it tapers a little in Tombs -- still good, but not as amazing as in the Arena. I like mo/me anywhere, you've got alot of options (many of them non-elite, which is especially nice) and you can contribute to hurting the other team while your at it. Mo/ne has pretty much got Offering of Blood, which is really good, but it does use up your elite slot. Or, if your team has a blood necro who's willing, you can ask him to use Blood Ritual.
Keep in mind that that is all my personal feelings and findings while playing various PvP roles with my monk and that your mileage will vary. Take everything with a grain of salt and try it out yourself.