Eh... good for any _dwarf_ defender, I'd say, with a slight nod towards any warden, but Second Wind as a standard is overrated compared to just getting Recovery or Vitality or Survival or Brooch of Shielding or...
Yeah, that's what
I thought, as a human fighter, but its turned out to be very very handy to be able to regain half my hit points in a single go when things get sticky. Yeah, I give up either an attack or an Action Point to do it .. but I'm not the striker, and sometimes that's an excellent choice. Especially when the Leader has somebody else in trouble that they need to handle, and knows I can regain a boatload of hit points on my own if I think I need them. Plus, there's a couple different ways we get Second Wind out of a character without having to use a Standard ... I've found this so handy that my L-13 Fighter is still wearing a +1 Cloak of the Walking Wounded because upgrading my NAD defenses hasn't been worth giving up the Cloak's powers.
In my experience, my favorite swords, neck slot items, and armor are all at the L9/10, L14/15 mark. So getting L12, L11, L10 is kinda lame.
I'd suggest
Not optimizing your Level 11 play, but instead "expecting" the DM to toss some L14 weapons/armor/neck items your way in the first level or two. That leaves me thinking a little bit creatively for other items:
L3 Gloves of Piercing (Daily, ignore 10 resistance) - 680 gp
L4 Cloak of the Walking Wounded (+1 NADs) - 840 gp
L6 Iron Armbands of Power (+2 dam) - 1800gp
L6 Stalwart Belt (+3 THP on Critical)- 1800 gp
L7 Boots of the Fencing Master (+1 AC, Ref on shift) - 2600 gp
L6 Augmenting Whetstone (+2 att, +2 dam) - 75 gp
(Total: well over your 5000 gp budget; you need to adjust it to make it fit)
L10 Sword
- Blackshroud (+2d8 THP on Critical)
- Flaming Weapon (Typed damage: fire; daily: ongoing 5 fire)
- Lifedrinker (5 THP anytime you reduce enemy to 0 HP)
- Vengeful (+2 att, +1d10 dam as encounter power)
L11 - Wildcard
- Amulet of Protection (basic +3 NAD neck item)
- Backbone Belt (+4 def on 2nd Wind - will synergize with Cloak)
- Dice of Auspicious Fortune ("store up" 3 d20 rolls for use later)
- Elven Boots (+2 speed as an encounter power)
L12 Armor
- Armor of Dwarven Vigor (Daily: 2nd Wind as Minor)
- Armor of Resistance (Resist 10 Necrotic, e.g.)
- Dwarven Armor (+3 endurance, 1 healing surge as free action)
- Veteran's Armor (+1 att, all def, on Action Point)
If you wound up with the Dwarven Vigor, Backbone Belt, and either L4 or L9 Cloak of the Walking Wounded, you'll be well optimized around using the Second Wind - enough so that it may be worth picking up the human "Frantic Recovery" feat to allow you to do your Second Wind as a Minor if you also spend an Action Point. That's a great feat for a fighter, as we often wind up wasting our Minor action, unlike most of the other defender classes.