But... survivability isn't everything and WHEN you lose wounds matters (e.g shooting matters less than combat), and as you can get at most two banners in a unit there's also a question of if it is BETTER than alternative options. I've plunged into the deep end trying to puzzle through this and need to get it out of my head so here's a bit of a brain dump so that hopefully I can start thinking about something else

I looked at 3 things:
- Survivability: How much damage can you soak
- Combat Result: How likely are you to win a combat
- Damage: How much damage will you do (Ranged/Close Combat
- Banner of Resilience (1,2)
- War Banner (2)
- Battle Banner (2)
- Razor Standard (2,3)
Assessing Combat Result boost
The fundamental question I tried to ask here is: how likely is it to win a combat against a hypothetical enemy?
The basic method I use is to create a "Combat Matrix" (see below). I use a binomial distribution to calculate the chance of the unit delivering X wounds to their target, in both directions. Then combine them into the matrix to calculate the combined probability of e.g. elves killing 3, dwarves killing 1, and combine with the differences in static resolution to work out the chance of a Win/Draw/Loss for one round of combat. I had to simplify a couple things: first, I assumed the Battle Banner gave a flat combat res boost of 2. Not realistic, but the maths to accommodate variable static res hurt my brain and this is already complicated enough. Second, I reduced the number of attacks the 2nd attacker gets by the minimum number of wounds they would receive 50% of the the time (e.g. if in 50% of combats they'd have received 2 or more wounds, reduced by 2). This slightly undervalues going first and doing lots of damage. Again: the alternative broke my brain. The image below shows several win matrices as an example (not all of them - and note that I realised after taking this image that I got some of the Static Res figures wrong. This is corrected in the following table but not on the matrix image)

My hypothetical enemy is Dwarf Warriors with Hand Weapon, Heavy Armour and Shield (WS4, T4, S3). Why? The low int made it easier for me... I then made comparison units of Spearmen, Lothern Seaguard, Swordmasters, Phoenix Guard and White Lions. I probably should have done Sisters, but I didn't. Each unit is matched to as close over to 300 points as possible (e.g. 302 vs 307 allowed, 299 would get another model added), not including any command except a standard bearer. When the unit gets a standard, models are dropped to keep matched to ~300 points. Some scenarios also have a BSB added to both units: the elven BSB is using either the Battle Banner or the Banner of Resilience. The Dwarven BSB is using a rune than gives the unit a 5+ ward save, and the Dwarven unit has a +1 combat res rune (equivalent to the war banner), except in the "no unit banners" comparison that I used as a baseline.
I arranged the unit to have the "maximum frontage that didn't risk losing rank bonus", e.g. that would still have the same rank bonus if they lost 4 wounds. Unfortunately for the first pass with SM and WL I arranged them to have only 1 rank bonus, maximising attacks - this was a mistake, I think they suffered for it - the extra attacks were never worth the extra static res. I haven't included this in the results below, and re-ran them with the war banner and frontage set to maximise combat res (they do worse if you don't do this). I wish I'd run the Spearmen and Phoenix Guard with Razor Standard, but did not... and probably won't go back to this question, I don't think it would matter based on what I'm seeing with the Seaguard results. I also calculated the net wounds difference and total kills, as this is important to consider for subsequent rounds of combat. I ignored the damage from the BSBs themselves as it wasn't interesting for the calculation: let's assume they are locked in a challenge and both whiffed. If either BSB died it would totally change the results of the below, and low-wounds low-volume high-damage attacks are much more volatile.
The results are as follows:

(I just realise that I missed the scenarios where I ran with unit banners but no BSB... it's not super interesting. For most of them because I'm adding War Banner to both units it is the same as None-None. Phoenix Guard unsurprisingly win more when they have the battle banner vs war banner)
Looking at it the conclusion is perhaps... not that surprising: the thing that has the biggest effect on chance to win the combat is having lots of Static Combat resolution. None of our troops attack enough that boosted killing was better, and the banner of resilience absolutely helped win combats by reducing deaths, but not as much as the battle banner. The 5+ Ward Banner the Dwarves have is just better (at similar cost). The Resilience banner will help in subsequent rounds by slowing how much you die but it's only really saving about 1 wound per round *in this case* (heavier hitters it will save more).
What's not factored in is the shooting that leads up to to this... banner of resilience will have reduced deaths by shooting before combat, so depending on opponent you may have arrived with more troops. This becomes very hard to model! Additionally this is only one, middling quality not very heavy hitting opponent - I suspect the Resilience banner will be better against opponents with more attacks, but I've run out of steam to do that analysis right now (I might pick one for comparison, we'll see...)
Assessing Damage
The only thing that affects damage is the Razor banner so we can look at this alone. As shown above, it absolutely boosts damage, but on average by less than 1/wound per round in the above case, so not enough to be better than the War Banner for combat resolution. Unlike the War Banner though, it also affects shooting attacks - making it great on the sea guard, in theory.
So in the hypothetical scenario above of facing off against the dwarves running at you as fast as their little legs can carry them, let's assume you get 3 rounds of shooting off - 1 moving and shooting (long range), 1 stationary (long range), 1 stationary (short range). Comparing the Razor Banner to War Banner or no banner (the difference being you spent the banner points on more troops), the Razor Banner boosts yours kills enough to mean that you'll be reliably getting 1-2 more kills on the way in. Nothing terrible, but also not exactly the most amazing thing in the world... although this does mean that 50% of the time you will have killed 5 or more dwarves, likely knocking off a whole or most of a rank which is nothing to cry about. In the above scenarios, the dwarves would either have to change front (likely leading to more shooting) or lose attacks, so actually that could really matter.
However the Razor Banner is better the higher your opponent's toughness is (assuming they have armour 5+ or better), because at T5 or more, ALL of your attacks will get AB (at T4 50%, at T3 33%). The same three rounds of shooting against a T6 2+ save large target (e.g. dragon and rider) has you nearly tripling the wounds inflicted (ward save not included here - a 5++ save would reduce both by 1/3 so the relative advantage is the same). 3 rounds of shooting without moving is perhaps a little unrealistic against a target like this, but I wanted to be able to compare directly to the dwarves situation.

So the big problem with assessing the razor banner is... it depends on what you're shooting at. Low toughness low armour save it's minimal or nothing, high toughness high armour save it's a big boost. The good thing about this is that it's best against the things that are hardest to deal with.
Assessing Survivability
I don't have much to add here to the previous thread: as mentioned, there's no point in using this for survivability in a unit under 300pts of foot troops. One thing to consider though is that the effect is increased on Tiranoc chariots - which includes the BSB if they are on said chariot. An option would be to have the BSB on Tiranoc, either in a unit of Tiranocs (giving them both survivability and combat res), or attached to a unit of infantry or cavalry. For the infantry your only options are really Spears or Phoenix guard, and Phoenix guard seem to the most logical to me (a 300+pt unit of spears is still pretty weak even with the banner as shown above), and this allows the Battle + Resilience combination for a very solid anvil unit. Also the boost to damage from the Tiranoc BSB and good survivability of the BSB unit are quite important for a unit in that role! I ignored the BSBs in my Combat Res analysis, but the extra T and 4 wounds on the Tiranoc suggests that in a challenge against non-monster units they'd have a good shot at coming out on top. Silverhelms would be another good candidate, but our unit/character rules prevent other options.
Conclusions
To wrap up this rather long post.... so what. Here's my handy summary table:

The biggest surprise to me from this is that the Banner of Resilience is not as good as I thought it was - at least relatively speaking. If you have to choose between it and the Battle Banner, any combat unit will likely be better off with the Battle Banner. If you can take both though it's not bad to have at all and is definitely worth the points. The War Banner did surprisingly well for the price, and unless you have good reason to fill up your banner slots with something else it should probably just be an auto-include in the list.
I don't think the Razor Banner has any value over alternative options for anything except Seaguard - other low-AP units don't have the volume of attacks to make it worth it. The main benefit of it on the Seaguard is for allowing ranged shots to bypass armour of high T targets, which are pretty dominant in the meta. If you're facing only low-armour targets it's next to useless and you may do better from the war banner if it's not already in use.