Most of these have been posted before, but not in one spot, and not as a full plan. Odds are this would have to be put into upgrades in parts, and check balance issues, since there is a lot here, and could obviously drastically change the game. I can't give any solid numbers, since these are all new features, and I can't do the statistical analysis, or whatever, to make a good guess on a balanced value. So without wasting more time...
To the chagrin of almost every player, the defence aspect of Clash of Clans is rather... harsh. Long story short, there are two key facts for early to near late game play; looting is a key drive in attacking, and currently you will most likely lose horribly given how people can pick and choose thier targets.
Scaled base strength by loot
Right now, you can have nothing in your storages, or have full storages, and your base will fight just as hard in either scenario. After a while of raiding, dozens or even hundreds of bases, this can get bland fast. Hitting the 'next' button often, passing bases that are not worth the attack, only to hold out for that one easy to raid target that is fat with loot. That's playing the slot machine more than playing CoC.
Or, you just got your loot gathered up, trying desperately to constantly stay online, poking the game while not under the shield so you stay online and not lose your stuff from being caught off line and away. The game will kick you out in short order if you change to a different app, depending on what you use, which means babysitting your device to one degree or another, and doing stuff so the short inactivity timer doesn't go off. Wait, babysitting a game is fun?
So, what if your defences had a bit of human behavior to it? Based on what you have stored, your base will 'put more effort into' or 'be more alart' to raids. If empty or near empty, besides guarding the Town Hall, there is nothing of real importance to be on guard about. Raiders don't take an empty village seriously. On the other hand, instead of goofing off, they have filled up storages to worry about, and the thread of being attack rises with that.
The strength incress could come in many forms, from increases DPS, to stronger walls and tougher key buildings, to possibly a a change in AI targeting to be smarter (or lazy) in thier targeting. With more loot, sure you will get attacked more often, but also the odds of getting totaly robbed are decreased as a good defensive base becomes even better as it gets something worth fighting for.
Base Alertness
The fact of the matter is, you will get attacked, and your base will eventually lose, but that's not the end of the story. Your village is still there, (or rather, gets rebuilt by magic, no joke!), and thankfully, even the most devastating raid can only take so much, leaving behind most of your resources. Again, with human motivation logic, the defence will not want to have a repeat of this. They will be more alert and ready for the next attack, enraged at the out outside attackers invading and robbing thier home.
Again, like the above bonus, this will apply a bonus to your base. Defence wins could boost moral and increase the fight in your defences. Yes, this bonus could reduce the gains of repeated Dark Elixir zap-and-run attacks (apply your own logic as to why they fight harder after that). In effect, this would be the next best thing to a shield, as it helps protect from crippling losses from wiping out your progress for the day.
Enraged Village Bonus
The inevitable happens, and another village just outright sacks what they can from your village, and leaves you with nothing but bitter feelings, right? Wrong! Your village is just as upset too! It needs that loot (because the Chief says so!), and yes, another feature... Troops can get a noticeable boost in training speed, based on how bad of a loss you took. You have to make up that lost loot, and the village knows it, and kicking things more into overdrive to make that happen!
Salvage the battle field
Whether you won or lost, there is still all those resources literally left laying on the ground from the raiding party that attacked (like those tombstones, but better) Can't just let it go to waste, you have an army to build and arm! If your base put up a good defence, then there will be much more lying on the ground from fallen troops (thiers and some of yours) because there was more to take on; helping you recover losses and help you build something to make an attack party with. It won't be the full Elixir cost of the troops used, but would still be a sizable amount (much more than now).
Outside help
Either by merit of just having so much gold and elixir, or hearing about the recent attack on your base, people (not too unlike your own units, and not some islander weirdos with crystal hammers) wanting wealth or the glory of combat can be bought, and trained instantly. This can be represented by actually having a display showing an outside source for troops, or just be a time bonus for 'training' your own troops, with X amount of them being instant, or an open X amount of time that banked for some or all of your troops.
Grace Period Shield
This is, last I checked, a game. And as an entertainment app, it should have something to help make it a bit less stressful. Since attacks will be happening more often, and Clan Castle troops dying off, and traps tripped, you need time to think. Not just in game, but in real life. Babysitting is a game is not fun, and (unlike me most times it seems) people have lives and things to do. You shouldn't have to drop what you are doing in real life just so you can get rid of that nagging feeling of how your base is and needing to reset things. If a significant amount of loss was had (like dead CC troops, more than a small percentage of grabable loot taken, etc) then you get a 15-30 minute shield to get back to your village, reset things, and fill your CC again. You can log on, reset traps, request troops, and log off, knowing that if your active clan is on the ball, your CC will be full or mostly full by the time the grace period is over.
Optional Deferred Shield Time
With all these features and bonuses, or just logging on and back off to train troops fast before doing something else, there will be times you get attacked, and lose, and earn Shield time; a Shield that would go to waste, because you can't keep it while on the attack! This is where a feature like this comes in. Instead of 12 or 16 hours now, you can store a fraction of that for later. Not counting the Grace Period shield, any shield earned is instead partly banked for later, up to 16 hours worth. When done for the day of looting, getting looted, seeing failed raids from a more ready base, and maybe a revenge attack or two, that is when you activate that stored up Shield time. Once fired off, it will use up the stored time as a normal shield, and attacking will discard unused time, as normal.
Well, that's it. More details can be added here and there, and this being a draft of the ideas, it is likely full of holes and exploits, and I know that! I don't have enough info, nor had the time, or anyone else to look at it in a different point of view. So instead of being 'Helpful Cpt. Obvious', pointing out and poking and picking at the holes, please try to suggest details that could plug them up instead. (sorry, but still angry about the reception I got from some people when posing these ideas before) This idea is to improve game play for everyone. But that's not to say to not point out anything bad or unpractical. I'm just saying, given how some people tend to be negative about things, is to try to look at it in a possitve light, if possible. I tried to make sure that these ideas were doable, coding wise, since if it isn't, it's kind of a useless idea.

