I quess you're writing about guard tokens, not orders (Defend).
If I remember well:
- token is usually removed if there is a battle where you use one of them OR when the area is no longer under control of the same player (i.e. when it becomes empty or enemy)
- Defend order may be used only once per turn
- there are much more tokens than 6, so that game designers predicted that a single player may need more than one guard token
- health bonus from tokens doesn't stack with any other health bonus (even with those for heroes or with bonuses from standard Combat cards), however, you are free to choose in each skirmish if you want to use +2 health from used token or, possibly, higher bonus from all other cards
Due to all reasons above I don't think that making guard tokens weaker is necessary. With the rule from a that version of the instruction book, the player is just forced to play this order every round, if he really wants to use the bonus from the token. How can this make the game "faster and more aggressive" if players in result have much less orders per round? It's just an attempt of kicking out the most defensive strategies from the game.
But this won't help - some positions are just too good not to defend them at all costs.