It looks like you are confusing the attacker movement modifier with the target movement modifier.
Attacker movement modifier is the attacker's modifier to its own attacks based on its movement: standing still +0, walking +1, etc that you list. That is not used for the defensive modifier.
The target movement modifier is based on number of hexes moved (primarily) and whether or not it jumped, has MASC or TSM or is a VTOL. This is described on TW p. 108 under target movement. The modifiers are listed on TW p. 117's Attack Modifiers Table under Target. This is the Target Modifier that TM's Defensive Factors Table p. 316 is referring to. So a Mongoose MON-66, when running, can move 12 hexes (straight line, clear terrain), and under Moved 10-17 hexes on the Attack Modifiers Table there is a +4 modifier. That +4 gives it a x1.4 Defensive Factor.
If a unit has multiple movement options, you have to find the highest possible Target Movement Modifier and use that one. So a Spider with run of 12 and a jump of 8, the 12 would give it a +4, and the jump would give it a +4 (+3 for 8 hexes, +1 for jump). So it's still +4. A Shadow Hawk with a run of 8 and a jump of 2, would use the +3 from the run of 8, not the +1 from a jump of 2.