Some will also argue whether the offensive stats make any real difference to tank performance whatsoever since damage isn't really a tank's job. Crit provides the most damage over time, but it's not reliable, which is a pretty desirable trait for a tank so Determination has a reasonable argument for higher priority. Speed provides some modicum of increased survivability, unlike the other 2, but it's got such laughable returns that you have to wonder why the devs have it in game at all.
The most valuable aspects of Speed isn't so much the damage as it is increased uptime on your debuffs and increased number of attacks getting the benefit of your CDs. While BB>SE and BB>SP maintain full uptime on their relevant debuff while generating useful amounts of enmity, SE>SP maintains both debuffs but doesn't generate useful amounts of enmity. BB>SE>SP, which is the most useful of the rotations because it's the highest damage of the SP rotations (enmity is something of a nonissue if you're generating more than DPS, which just means using BB every once in a while), only keeps up SE for SP and BB and there's 1 GCD where Storm's Path isn't up (lasts 20 seconds and its' a 9 GCD rotation, which is 22.5 seconds with a 2.5 sec GCD). The further advantage of shortening the GCD to fit 9 attacks withing 20 seconds is that 20 seconds is the duration of Berserk and Unchained, so you're getting an extra buffed attack into each of those, increasing their damage contributions. As such, there are some very tangible benefits to both damage and mitigation by GCD down to 2.22 seconds (20 / 9) until and once you get there, speed is basically worthless, but there is a certain amount you could be aiming to get, but that's something of a pipedream since I'm pretty sure that requires an obscene amount of skill speed, such that you'd basically have to be stacking *just* speed to get there.
The real goal of tank itemization isn't so much maximizing stats or following a priority but rather minimizing det/crit/speed while getting just enough acc without going over because all of those are just taking the place of parry, which is the only stat that tanks really care about. The fact that there's only a single "tank stat" is one of my only complaints about the game, honestly. It'd be nice if there were something like determination for mitigation purposes which provides less than parry over time but does so constantly so that there's some option to tank itemization (e.g. better mean mitigation or more predictable incoming damage) beyond "acc and parry and the rest is just kind of there taking up space".