Only two of these actually deal with Noble Protector in the support zone without putting you at a massive disadvantage. Humble, and Fight!. The others are massively disadvantageous for the player using them.
While I agree humble and fight are the best counters (which I mentioned in my post btw), I don't agree with your statement that the other options always put you at a massive disadvantage. This is purely situational imo. (But yeah, in general, it is hard to deal with a noble in the CZ and it can 'set you back' a turn.)
Well let's break them down one by one shall we?
Assassinate; Requires you to first run assassinate (a huge drawback by itself) and second USE an assassinate, costing you 6 resources up front, and if used on turn 6, a TEN resource disadvantage over the next 5 turns.
Called Shot; Requires running Called Shot. Requires you to accurately predict movement. And still nets you a 3 resource disadvantage.
Shikana; Requires Noble to be on the battlefield at the end of the turn you sac it. Probably too slow to actually do anything in the game itself since the nerf.
Zuza; Requires Noble to be on the battlefield. Costs 3 resources to play and 4 to activate, meaning it will cost 7 resources to steal a Noble IF the Noble is in a combat zone when you activate it. If played from command is inherently bad in constructed.
Calamity; Deals with Noble fine, but what does it matter? You just blew up the whole board anyway, non combat damage is kind of superfluous at this point.
Single Combat; If you are running this card in your deck you have already lost the game.
Etheral Fusion; Requires Noble to be on the battlefield. Honestly in any situation where this card will kill Noble your Character probably would have done the job anyway. Now you are out 5 resources.
Fight!; Great answer, no inherent disadvantage.
Hunt; requires playing Hunt. Hunt will not kill the Noble for two whole turns. Even still its a 3 resource net disadvantage.
Primal Hunter + Positioning; LoL. This guy straight up kills Noble anytime he gets into combat with it anyway. Don't see why you felt the need to list characters that would kill it in combat.
Granthar; Activate costs 6 and kills anything. 4 resource disadvantage if activated from command. Also costs 5 to play. 11 total resource cost to kill a 2 drop.
Taunt + Something; requires playing Taunt. Requires a minimum of 2 cards to destroy one.
CTA; notably dos not deal with protector. Must be combod with another ability same turn to take advantage of a very narrow window to actually deal damage. Also means you are not using the CTA on a larger threat.
Jetpack + AA Missile; 5 resources and 2 cards to kill one 2 drop.
Genetic Splicing + Zom B Gone; requires running both of these cards, which are both kind of garbage outside this one combo. I suppose zom b gone might be viable sideboard material so I will give you that. Does not kill Noble in support. Has the potential to lose 4 resources and 2 cards on a skill shot which may still not kill the Noble.
FD Stumble Effects; Do not kill Noble. Might work for a turn to get some removal off - but FD notable has 0 of these effects except for FD Commando, which would not work with these effects. Also does not kill Noble in support.
Bloodbath; Requires playing Bloodbath. Requires being in 3FD. As noted in 3FD you don't have any abilities Noble is blocking except for Commando and Firebolt/Winds of War (factionless).
Iruel/Fiery Wish; Requires playing both these cards. Requires 10 resources, requires 3p FD (see above), and requires the Noble to currently be in support.
Humble; Works fine, leaves the body but negates the effect. Reasonable counter.
Disarm + Shifting Stone; 2 card combo that costs 6.
Eaten by Zombies; Doesn't hit support. Costs 6.
Evolving Parasite; Doesn't hit support. Also see Primal Hunter for putting characters in combat with Noble.
Patient Zero; Also doesn't hit support. Costs 8 (Eight!). Has a chance to miss. Requires playing Patient Zero.
Poison Effects; These do kill Noble, or other cards through his effect - but they are all incredibly slow - the fastest of them takes 2 turns to kill the Noble (and also nets 1 resource loss).
Verore Abilities + Word of Command; the cheapest of these you have listed takes 2 cards and 5 resources, the most expensive takes 8.
Annihilate; Kills Noble at a 2 resource net loss.
Kidnapper; Costs 5, does not permanently deal with the Noble.
Dehumanize; Doesn't deal with support Noble, costs 5.
Demonize; Doesn't deal with support Noble.
Wholesale Slaughter; has as much chance to backfire as doing anything relevant.
Descent into Madness; Costs 4, also gives them a massive beater for a turn if they decided to attack or block with Noble that turn. Also requires playing Descent into Madness.
Demonic Corruption; Takes 3 turns to kill and meanwhile gives them a pretty sizeable beater.
Mark of the demon x2; 4 resources and 2 cards.
Descension; You can't be serious....
The Demon Wastes; Can't hit support. Might not kill Noble even if it does hit it. Requires plying The Demon Wastes.
Heavenly Wish; Costs 5. One of only a few removal options in 3oos - you can't afford to blow these on Nobles.
Infest + Word of Command; See Verore cards.
'Cool Combos'; all unfeasible and require multiple cards to deal with one Noble.
So, yeah. All of these are bad except Fight! and Humble.