Well, let’s presume you’re looking at a medieval-type D&D scenario;
Non-magic protection;
Archers and crossbowmen with pavise shields. Since crenellations will be almost useless against enemies who are - presumably - above you, fitting your archers with pavise shields to be strapped over their backs allows them safe havens from which to reload.
Catapults loaded with shredding materials - shale, sharp stones, etc. These will be effective to deny congengrations of enemies and keep them moving.
Ballistae, mysorean-style rocket artillery, crenelation-based lightweight catapults, heavy crossbows and - don’t laugh - fireworks. These serve the function of striking at the enemies who stay at long range in a bombard-fashion.
Magic defenses;
Wizards with all slots used for fireballs, chain lightning and magic missiles. The fireball spell travels too quickly to be avoided and immolates enemies in a great area, the chain lightning jumps from enemy to enemy while the magic missiles can’t be dodged. Prepare wands of these spells for non-sorceric defenders.
Clerics with group-healing type spells. Presumably the enemy will not attack in a melée and as such will rely on bows and speed to do their initial (light) damage. Group healing will keep these wounds patched.
Distractions - like Illusory dragons - can also be effective in keeping the enemy at bays, as can tangling spells like Web and Moss Web. Druids can also be a great help here, with their ability to call natural familiars in the form of seabirds, wasps and so forth.
Structural defences;
The essential thing is to make sure all vital passages are indoors, so one gains an equal footing if the enemy comes inside. Further, the main keep of the castle should be a tall and rounded building without an opportunity for cover from the wall-based archers and with no possibility for top-down entry.
Crenellations on the walls should be interspaced with archery stations in the form of a two-sided wall and roof, so archers can work both ways without their backs being exposed. The walls are interspaced with archery slits and one can keep amunition in them. The entrances of these can be protected with caltrops, netting, barbed wire or firewalls to keep enemy assaillants from skirmishing against them.
Ground melée troops should be kept from congengrating inside the castle grounds until the surface component of the enemy arrives at the walls because of the large potential for aerial bombardment (magical and bomb-based). Healing stations for the group-healing clerics should be clearly denoted and rehearsed. Here one might suggest underground bunkers (not connected with the main keep underground) so that the melée warriors might be protected until they have to defend the walls.
However, martial preparation aside, the most important factor is to drill the troops against such an assault and to devise a step-by-step retreat into the keep proper, in which the enemy troops have to chase you in on foot.