Essential features the new rune system is missing.
##More detailed stats in the rune tab of our match history.
for example, when we took grasp of the undying into a game, it shows the total amount of damage dealt by the keystone over the course of the game, but there is no information to how much total healing we got off it, and how much health we stacked on it by the time either nexus went down.
pretty much what id like to see is the same detailed description as the tooltips of the runes panel during the game.
##Being able to see this tab in the match histories of other players.
im the type who checks out the match histories of my teammates and opponents to compare rune and mastery builds (at leat until the new system) with my own playstile and which builds people are using on certain champions on average,or possibly to better effect than my own playstile.
apparantly this has been added since the last time i checked.
##Being able to see the FULL rune and mastery build of every player during the game loading screen and ingame, plus the current stats on those runes.
every rune in the new system counts, and a lot of them have vastly different effects, and create playstiles and play patterns associated with them that we have to watch out for.
we need to know if someone is running gathering storm to see if were racing against the clock. we need to know if an enemy took celestial body and is less threatening in trades. we need to know if our opponent took magical footwear and we can get a momentary mobility advantage over them by rushing boots. we need to know if someone took last stand and his damage will become increasingly threating the lower his health bar is. we need to know if our opponent took one of the legend runes and he might have unusually high sustain from extra lifesteal, or additional attack speed. is the enemy running celerity or absolute focus and we can hamper his damage output with slows or keeping him below 70% health?
i think you get the idea.