Going through the 1st-8th bracers that might be options if IAoP were off the table, this is probably my first gut feelings for some of my characters - Desirable (I'd ask for it from the group), Useful (I'd take it but would let someone else claim them first), Questionable (just as soon sell or leave as party treasure):
 Desirable:
  Flame Bracers
  Executioner's Bracers
  Bracers of Mighty Striking (Certain builds/parties)
  Bracers of the Perfect Shot (Ditto)
  Couters of Second Chances
  Quickhit Braces
  Bracers of Brachiation
  Warded Vambraces
  Bracers of Rejuvenation
  
  Useful
  Bracers of Enforced Regret
  Phylactery of Action
  Bloodthirst Bracers
  Counterstrike Guards
  Feyleaf Vambraces
  Tangler
  Bracers of Mental Might
  Bracers of Tactical Blows
  Razor Bracers
  Bracers of Escape
  Bracers of Defense
  Bracers of Bold Maneuvering
  Mindiron Vambraces
  Charm Bracelet
  
  Questionable / Specialized
  Lunia's Bracelet
  Breach Bracers
  Shimmering Light
  Cold Iron Bracers
  Skull Bracers
  
I do find it amusing that the same book that had IAoP contained an item of the same level that gave +1d6 with OAs and one that 1/day gave +1d10 as a minor and hopefully you hit.
It's also interesting to look at competing level 6 items. The horned helm is great for barbarians, though rogues, rangers, avengers, and monks probably don't care. After that, we're looking at a couple different gloves that give a little bit of damage, a solitaire that lets you save on a crit, a couple of  boots that don't help with damage at all but seem solid, a pretty kickass flute if you've got the ability to draw, free hand it, put it away each encounter... probably the best damage option among all secondary slots is the Luckbender Gloves which give you about +2-4 damage _per encounter_.
So please don't restrict comparisons to just the arms slot. Remember these are taken above competing secondary items, of all types, up through 11th level.