The example makes it clear you choose the defend action after the attacker rolls. The 'Defend' section should make that clear also.
I like the tactical options you get with two actions for some combination of attack, move and defend. Was taking two defense actions game-breaking? Two attacks?
While it is mostly flexible, that is where Advanced Actions come in... Unless you Full Attack or Double Strike, you cannot take more than one Attack Action per turn. It is also why, both of those Advanced Actions require that you have a higher initiative than your opponent. Being the initiative winner should never be a disadvantage. If the restrictions around attacking twice did not exist, in my opinion, it would be game-breaking. As a character with a lower initiative, you would simply always attack twice if your opponent, who had a higher initiative, missed.
Scribe of the Adventure System