They are all good perks with a sheild, the arrow negating one is a bit meh as a lot of arrows get past. Sheild size is important with that one though, so it is realistic enough as not to dislike it.
The moving swiftly with sheild raised is a cracker if you like to stealth as you can tear about a dungeon in stealth mode with your shield up.
The power charge is great, especially for punting victims off cliffs or roofs etc.Or with high level enemies who are in groups, you can stun a few so you don't get overwhelmed or surrounded.
With Block maxxed out and all the perks I found using Spellbreaker that you could hold the sheild up as long as you liked while drinking coffee in the other hand, only ever needing to finish the enemy off when you decided it was time to engage. The only exceptions being those casting wall effect spells as that is the only thing that would make it past the Spellbreaker.
With Blocking maxxed out it lets you dictate the terms of combat and not just have to deal with it when it arrises.