No problem on numbering them. It helps in referencing.
More I think about it, more I feel as though rewards of gold, elixir, and dark elixir for those able, is just awkward for defence wins. Not saying there shouldn't be something, but gaining loot, while getting looted just makes the 'magically materializing/multiplying money' issue even worse. "I got attacked and looted for 100k! :( and... made 35k profit?! Wait ♥♥♥! How?!:confused:" Salvaging Elixir and Dark Elixir makes sense, and can help with an idea I have in mind.
Loot Loss Rage (working name for now)
You get troop taining bonus effects based on what was robbed from you, with the max bonus given if looted up to the storage loot cap for your Town Hall level.
For Elixir and Dark Elixir theift, you get something like either a reduction of troop training time for the respective normal and dark elixir troops (like ½, stackable with gem boosting somehow) or maybe X amount of banked trianing time you can use for instantly trainable troops. I would suggest that maybe instead there is a cost reduction, but I don't know how unbalanced that would make things.
Getting your gold looted could give bankable shield time (instead of the current shield system), or a boosting in defence for a time, since logically the base would be more alart on future attacks, and would incress the chance of a win from another person attacking shortly after being attacked before.
'Worth Fighting For' Bonus (working title)
Something else that came to mind, if basing things on some degree of common sense logic, is a base would be more on 'high alart' if storages are full, than if empty. There could be a preemptive bonus on defence, to help equalize the cost/reward ratio for bases that are loaded with loot verse ones that aren't. Say for example the lootable about is 50% of storage cap. then there is no bonus, but no penalty in defence. People have something to defend, but aren't going to put extraordinary effort into guarding.
If there is nothing, they aren't going to worry at all about an attack, since who raids an empty base?! (lets get drunk and play games! maybe that one archer chick will go out with me, than with that pompous wizard with the big hair?) Then the base defence are sub par, and easier to defeat with the same attacking army, but you get little loot as a result.
If the lootable cap is max, base is on high alart, and for good reason. They know they have something worth taking, and need to be ready when that loot hungery raid comes and attacks. With the same army, you may actually lose, but if balanced right, you would get a out the same amount of loot, on average... depends on the base, your army, and how you attack. You maybe lucky to get a 50% win, but could get that loot and really be victorious. Could even get an attack reward bonus for beating such a primed for defence base!

