OK...
First of all, as you already pointed out, all these look more "Protector-like", and yes, they lean towards a "support" role. However Commanders were never really meant to be "support", even if we already have some kind of "party buffs". One would say that these proposed skills don't actually look bad. But, they do have issues. Will explain. The issues aren't really due to the skills themselves, they are mostly due to what OTHER classes can / will do, and first and most and above all: yes, AGAIN, yet AGAIN the FOOOOOOKING totally BROKEN "fundamental core game". Once AGAIN playing with NUMBERS on the sad corpse of an outdated system, hoping for a new and better Frankenstein monstrosity?
New Skill: Adamant Promise
Sounds cool, but is it? Adamant Mind was always supposed to be the class-defining skill for Commanders themselves. Do we really need everyone and their grandma to have it too (even as a shorted-lived buff)? On top of it... Really they want to give the "god mode" classes even more uberness, even if that originates from someone else (looking at you Zerks and Defilers). A rather bad idea.
New Skill: Promise of Shelter
OK... Though it could a bit irrelevant for players that already have 200% resistances. And also yes, a "universal" antidote to the hapless chaps that are being hit by those elem debuffs, while the rest become again super-uber (see Zerks / Defilers above). To be fair though, this one could have its uses in PvE (let us not only think about PvP), though... bah, again I am thinking in terms of the game a few years back. Who gives half a rat's arse about PvE and resistances there... Anyway.
New Skill: Testament of Command
This one at least looks like a "real" Commander skill, although we would have to know the specifics, like duration, cooldowns and the like. It is however a step forward, giving Commanders (and them ONLY) some much needed boost in the form of damage capacity. I would say it is the most logical and interesting of the lot proposed.
New Skill: Promise of Glory
Again, this one looks more like a Protector buff... And it has the exact same problems with the first one. Making the "god mode" classes twice godly? OK, so the Zerker dudes for example, aren't too happy with 60-70k HPs and 10k damage, so yeah, why not make that 80-100k HPs, and perhaps 12k damage? Sounds jolly good... Sure, nothing is mentioned about the magnitude of the buff, duration and cooldown, but even +1% extra for those dudes... is like, meh.
So, apart from the particular issues associated with each one, the main problem here is actually the "party thing". While, in principle, is reasonable to expect Commanders to inspire their comrades in battle, this is going a bit too far, for reasons explained, and due to the BROKEN nature of the "core game" itself. Perhaps, they would be acceptable as self-only buffs, right now. Of course in that case, the Adamant Mind one is automatically out. And actually I want it out. I do NOT want to give Adamant to other people (some already have their own anyways), sorry folks. This is a unique Commander skill (well, it used to be...) and I would like it to remain so.
This is it really, just commenting on these "proposals", not going further or offering alternatives.
And as a conclusion, and like a madman's mantra repeated all the time: the GOD DAMN "core game" man, THAT is the PROBLEM!