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While multipliers are applied before deflection, so are damage debuffs and many enemies do not have large % bonuses. If you're going to look to tank any of the heavier hitters, they should be appropriately debuffed and you might want to take some of those crit protection options. That being said, there aren't too many giant hitters in the game even on Unfair. Ember and Chtonos aren't representative of enemies in general.
Trying to facetank later bosses using just deflection doesn't seem advisable, at least until later Exemplar. Deflection is better used with Bastion to quickly build stacks of unyielding beacon from ranged enemies. You'll want to parry most melee hits and max that out with buffs and debuffs (such as from a strategist) and keep a buffer of temporary wounds.
Early game Abelard can easily tank mobs like the Forgefiend taking its damage down to 0, or tank the group of Daemonettes and the rapidfire guards in the governor's fight. Later on he can handle various xenos and tzeentch summons. And you can eventually spec up deflection pretty noticeably alongside the other defensive stats. Out of curiosity, I parked him in front of some endgame enemies and checked his per-hit deflection in the first turn:
62 deflection (29 steel shell + 3 bulwark + 1 covering bulwark + 7 equipment + 1 thick skin + 6 mystic ward + 6 brace for impact + 6 endure + 3 hardened scars)
All in all, he can solo tank the group of dopplegangers for somewhere around 3-4 turns, taking nearly no damage in the first couple of turns. The warp damage from Idira and mounting burst damage from Argenta do eventually take him down, though.
I do have a breakdown example from the Forgefiend here: https://www.youtube.com/watch?v=rQbfBHf6vPI
Edit: But to part of your point that I may have glossed over, I'd agree that investing into deflection is mainly something you'd only want to do for tanks.