The Endurance stunt actually breaks the rules of creating new stunts, because the effect you're getting combines the defensive trappings of both Athletics and Fists/Weapons, rather than just a trapping from a single skill.
I agree with the general logic, but I feel I should point out the fact that Athletics's defence trapping also works against melee attacks. Not all trappings are created equal, eh?
Generally, the stress track skills (except Hunger) tend to be limited in scope. I think it might have been once or twice I actually explicitly used those skills in a character.
That's not my experience.
I like to throw poisons and extreme environmental conditions at people. Makes Endurance a standard defence skill.
And I've found Presence's Leadership trapping to be pretty handy. Charisma is useful sometimes too.
As for Conviction, it's useful for Powers. Rarely comes up for most mortals, though, I'll give you that.
If it can't stack with blocks, it probably needs some other boost. Weapon rating is a heck of a lot easier to come by than armour.
I'd rather be conservative with the power level of a stunt that lets you defend against all attacks with Endurance. Better to make it too weak than to make it too strong.
Yeah, and I'm wary of letting my players take it without having a character that really suits it. I know it fits the rules, but I still prefer to have the player come up with a decent justification for character builds that can do so much with such a limited range of skills.
All character builds should be justified. Strong ones don't need any extra justification, and weak ones don't get to get away with lame rationales.