Runes should affect play styles, not stats
So there's a post pointing out how Runes are more or less a way of saying "how do you want to do more damage". It got me thinking, Runes should really avoid being as stat stick based as possible. Now in my opinion, some stats are much better, or at least more interesting for the game, then others. For example, Movement Speed and Attack Speed have a billion and two implications outside of raw power like AD and to a lesser extend AP do. What's important then is to figure out how we're implementing these stats. Are we trying to give them raw power like Dark Harvest or Legend: Alacrity, or are these Runes actively changing how people play and Utilize their playstyle, like Fleet Footwork or Guardian?
One idea that could be implemented is looking at what each playstyle likes to do and then focus on buffing that specific playstyle. For example, DPS playstyles absolutely must take advantage of Orbwalking, a more limited Phage Passive that gives a minor movement speed buff for maybe half a second after X (Auto Attack/Ability Cast/Whatever we deem is balanceable and fair to trigger this orb walking effect). Instead of just giving more damage to do more DPS, you instead provide champions tools that they would use to deal DPS damage.
Another idea is leaning away from "DPS" "Burst" and "Tank" runes and start looking at Runes that would fit subclasses better. For example, a Proximity Rune that raises your defense and lowers your damage if you're far away from your opponent (and/or vice versa). Slayers as a class can take advantage of the high risk high reward this Rune offers due to the (normally) melee functions of their kits. It could also be a tool to protect high impact (let's say) Divers during a Siege before they rush forward and jump on somebody, emphasizing the explosiveness of their Engage capabilities while granting a tool to defend from and break boring Siege stalemates.
The third idea is actually something I really enjoy in the Resolve Tree. Runes based not on your champion and playstyle, but on the enemy teamcomp. Iron Skin, Mirror Shell, and Conditioning feel like a fantastic tool to force balanced Teamcomps if used right. A really straightforward example of this is buffing the heck out of Iron Skin and Mirror Shell while keeping Conditioning more or less where it is right now. Suddenly, stacking multiple AD or AP threats on a single team isn't viable, because the enemy team can just run Iron Skin or Mirror Shell and be virtually unkillable. In order to make sure the enemy team can't maximize their defense so easily, you'd want a balance between AD and AP threats on your team to prompt the enemy team to use (the relatively weaker) Conditioning. More Runes like this, for example a Rune that gives you specific bonuses based on the Class of the champion you've Assassinated or even Runes based on your own teamcomp (forcing you to decide between MR or Armor Shred vs a weak Penetration buff).
In my personal opinion, I'd go with the third option primarily. It places more emphasis on smart Champion Select decisions like having a balanced Team Comp and working to Support your teammates functions. It's a natural balancing level against absolutely silly comps like 4 AD threats and a Support, and if executed properly, turns Runes into its own little strategy game trying to capitalize the right amount of strength based on every other player in the game. However, the thought of focusing on how playstyles work rather than their outcomes, or forgoing the current Rune trees for ones based more on Subclasses are better ways of individualizing Runes for champions without needing to go down the route of buffing them in terms of raw power.