My main concern about this sort of thing is how much fiddling around with the UI would be involved. Either before the game, to set up all your presets, or during the game to paint different units with different types of ignore levels. The danger is that we end up with a UI that only a single person uses, because nobody else can find it, figure out how to use it, and get through all the fiddling around required.
The next step here is to pare the feature down to a minimal useful core, then try to design a UI that achieves it. Eg Anti-Bait started off a bit like your proposal, but to make it useable it was condensed into a single consistent state with rules that covered most thresholds.