I'd prefer Resolve to get reworked in general. Grasp is the only decent keystone in there with Strength of the Ages being the staple "pick this Keystone if none other benefit you and aren't a Mage" and Bond of Stone being arguably the most boring Keystone in the game. The Resolve Tree should be more like:
TIER 1
Recovery
+0.6/1.2/1.8/2.4/3.0 Health Regeneration per 5 seconds
Meant to appeal to the squishier champions using Resolve and Self-Heal Tanks
Unyielding
+1.4/2.8/4.2/5.6/7 Bonus Armor and Magic Resist
Meant to appeal to the tankier champions using Resolve
TIER 2
Explorer
Grants +30 flat movement speed while out of combat
Meant to appeal to the squishier champions using Resolve and Gank Tanks
NEW Refined Armor
Grants 7% increased bonus armor and magic resist
Meant to appeal to Lane Tanks
Tough Skin
Reduces damage from Minion and Monster basic attacks by 6% (minimum 5 flat damage reduction)
Meant to appeal to Jungle Tanks and Fighters
TIER 3
Runic Armor
Incoming health restoring effects and shields are increased by 1.6/3.2/4.8/6.4/8%
Meant to appeal to Self-Heal Tanks and squishier champions using Resolve
Veteran's Scars
+1.6/3.2/4.8/6.4/8% Bonus Health
Meant to appeal to Tank and Fighter champions using Resolve
TIER 4
Insight
Reduces the cool down of your Summoner Spells by 15%
Meant to appeal to the squishier champions using Resolve and niche users
Perseverance
Regenerate 1.5% of your missing health every 5 seconds
Meant to appeal to Tank and Fighter champions using Resolve
TIER 5
Swiftness
Grants 3/6/9/12/15% Tenacity and Slow Resist
Meant to appeal to Juggernauts and select Gank Tanks and Fighters
Legendary Guardian
Grants 0.6/1.2/1.8/2.4/3 armor and magic resist for every nearby enemy champion
Meant to appeal to Armor and Magic Resist focused Tanks and niche use Fighters
NEW Inner Spirit Flame
While below 33% health, gain 2/4/6/8/10% damage reduction
Meant to appeal to High Health Tanks and Fighters
TIER 6- Keystones
Grasp of the Undying
After being in combat for 4 seconds, your next basic attack against an enemy champion deals bonus magic damage equal to 3% of their max health and heals you for half that amount (damage halved for ranged champions)
Meant to appeal to Juggernauts, High Health Bruisers, and select Skirmishers
NEW Nature's Wrath
Every time you take 600-1800 (based on level) damage before being out of combat for at least 8 seconds, roots will spring out at nearby enemies. For every nearby enemy unit, you are granted a 10-40 (+10% bonus health) shield.
Meant to appeal to Tank Initiators and Early Game Tank Gankers/Tower Divers with High Health
NEW Might of the Protector
Whenever a nearby ally takes 50% of their max health as damage within 2.5 seconds, they are granted a shield equal to 50% of your total armor and magic resist
Meant to appeal to Peel Tank Supports and Immobile CC-Focused Tanks