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The first two can be transcended by some skill bonuses that say so. I haven't played VH2 for a while, but I'm pretty sure it's the same in all 3 games.
The attack speed with skill, which has no specific cooldown pointed, is limited by the global cooldown statistics (which is 0.5 seconds).
In other words if your attack speed bonuses, applied to the base attack speed of your current weapon, would result in value lower than the global cooldown, you will still attack with this skill with speed, limited to the global cooldown.
But you mention attack speed, which puzzles me. Weapons with aspeed 1.00 are slower than weapons with aspeed 1.60. Also the game displays your attack speed as a value, so bonuses actually increase the value - your attack speed can be 2.00 or higher. The statistics window does not display a red number at this speed. This can be tested with Hunter's basic attack.
If attack speed is limited the same way the global cooldown is, it would mean that 2.00 speed should be your cap (as in 2 attacks per second, which corresponds with 0.5 cooldown). However I do not know how attack speed translates into attacks per second. Maybe you can bring more insight into this?
So if you want to consistently use given skill, it's better to not boost your attack speed over 2 (0.5 seconds).
And datguy13 mentioned one another limit/cap - the attack speed with basic attack.
I don't know of defense-based limits/caps. Although things like resistances, defense and dodge are naturally limited through the diminishing returns mechanism.
Something else I thought would be useful was the highest stat values for level 60 rare gear, to know which ones to use for runecrafting. I'll list the highest ones I currently have:
Boots: Defense 2038, Poison Resist 221 (Combo here as I know Poison Resist can go higher)
Belt: Crowd Control Resist 469
Chargerpack: Base Weapon Damage Increase 39%
Ring: All Attributes 29
Chest: Defense 2628
Trophy: All Resistances 273
Head: Crowd Control Resist 465
Discharger: Damage 104-117 with -16% Cooldown (I have seen 20% cooldown but not as high damage)
Amulet: Spellpower 189
I should note some of the defense values may be affected by the enchants but that's hard to separate. I'm not sure how to get the "true" value.
Other class specific high values would be useful to know as well (as well as any others that trump these). In particular I think it would be useful to try and find the highs for weapon values. I actually have a green Discharger with 132-139 damage and I haven't seen a rare come close to that.
Defense takes the item's base Defense, then it adds any + Defense you might have from bonuses, then it boosts the combined Defense on that item by the amount of % Defense bonus you might have. Essences work too.
For items and their values, you can just check this handy item database: http://tidbi.ru/VHII/eng/index.html
while not perfect, it will give you some insight into possible items.