Worldguard depends on the latest version of Worldedit to function properly. So make sure thats working properly first (Tekkit does NOT come with the latest version!).
I used a configuration file from a previous Worldguard setup on another server so perhaps thats why I am not having any trouble.
I use Worldguard fairly successfully on my server. The key is replacing the WorldEdit build that comes with Tekkit with the latest version available.
Other then that you may have some issues with Worldguard not recognizing some of the new block types as well.
Which build specificly? I'm interested in tracking down who exactly did this as I consider tampering with the ban-list of server software a fairly serious issue.
go to tekkit/config/ModLoader.cfg in your server files.
There you can cleanly stop certain mods from being loaded without having to mess around with moving files etc.
I'm not sure this is a result of the tekkit team.
Before the release of Tekkit 2.0 I was running a server without tekkit but running many of the same mods that come with it and I discovered the same issue.
Re: Bugs found in Tekkit 2.0
With regards to the programs related to armor values people are having: the lastest Forge Bukkit Port seems to suggest it was a problem with the Forge Port and that the problem is fixed: http://www.mcportcentral.co.za/index.php?topic=1360.0
I think there is actually. This is how Buildcraft used to work before engines were implemented. Try changing power.framework in the buildcraft config files on BOTH the server and client to power.framework=buildcraft.core.RedstonePowerFramework.
current.continuous may need to be equal to true also.
Try deleting the tekkit folder in .techniclauncher/tekkit then redownloading it through the launcher. I've seen this problem before from using an incorrect version of Industrialcraft so I'm thinking you have an old version hanging around from before. (Possibly duplicates aka one named Industrialcraft and another [1]Industrialcraft)