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Sorry Lucius, those are not harm specific defenses. They simply don't allow a touch attack due to distance and are only useable by arcane casters or clerics with certain domains. I listed only defenses that would specifically stop harm from working, not defenses that simply impede the caster from making contact.
You also failed to mention how every single one of the defenses you listed requires that you not enter melee combat at any point in time. I guess that doesn't matter much to you, but I certainly don't think most players or DMs enjoy such a proposition.I guess that means only a caster can defend against a harm.
Not to mention, the person using harm could just as easily fly, levitate, dispel the other persons fly or levitate, etc, etc.
The only counters for harm is SR, high touch AC, spell that turns you into undead, being undead, spell turning, a priest casting counter spell, and a dispel magic either as a counter or if the person is holding the charge.
The other spells you listed will impede the harm from getting to you, but do not stop it. The person casting harm will most likely hold the charge until they can strike you. The above 7 methods actually prevent the spell from working.
I think a bad DM would allow harm to work as is and expect a standard party or encounter to defend against it. Harm as it is makes it easy to kill most warrior types save archers, most cleric types without access to fly or other movement spells, rogues, and just about every monster that doesn't have access to fly, levitate, wall of force, and the other spells you listed with a simple touch attack followed by just about any other attack. Yep, that is what I call balance.