The +9 armor across most champions is a paltry compensation honestly. The old masteries in combination with runes granted a permanent +5% to resistances, Fearless to protect from burst, bonus resistances under your tower, and armor quints.
Characters got compensation for the attack damage reds, and the armor yellows, but got nothing for the missing masteries or quints.
Everyone is out ~13 armor from quints, 8 while under tower, fearless bonus, and the constant 5% bonus.
In exchange, there's an option for 5 armor with conditional +5%, and 130 health exclusive to tanks who are fucked more than any other class by the missing stats.
Compare the current runes to the prior runes+masteries we'll even use a tank to assume the +130 health.
8.5 AD Reds, 11.7 scaling health yellows (>130 at level 12) , 13 Armor quints, 1.5 scaling MR Blues, 50 Health from veteran's scars, +5% armor and Magic resist, +8 resistances under tower, +fearless bonus against burst damage, +5% health OR Shield from hard CC OR sustain health recovery from keystone
-> +8 base AD, +9 base Armor, +130 health, +5 Armor OR MR OR delayed +8 both +5% conditionally to one or both, 5+1% health recovery over 2 seconds conditionally, 6 + 4% missing health recovery over 10 seconds replacing fearless, 20+30% temperary bonus resistances from hard CC IR sustain health recovery from keystone
Tanks lose out on 5 flat armor out of the gate, lose out entirely on MR, lose more than 50 health at level 12 and even more going beyond that, lose tower defending resistances, lose fearless, lose early 5% bonus resistances, and at best get a compensatory replacement for the shield on hard CC. In return? Tanks get 70 bonus health at level 1. WOOOOOO.
That isn't even going into fighters or anyone else that took Resolve secondary who lose out massively more. Now I get this helps AP a bit where Magic damage certainly needed a boon, so I have less qualms for the missing MR, but AD got huge buffs as well while defenses plummeted. The older system allowed for weak characters to find rune combinations to offset their major flaws, the new system's stat distribution is equivalent to those from Masteries, AT BEST. The end result is a loss in any stats gained from Quints and blue runes, as well as the variable armor reds, [scaling] health yellows, and other things like lethality reds to increase the potency of %health damage tanks could make use of.
That said, the new runes are not, entirely at least, a failure, but they're going to result in a much harder balancing act as characters that end up too weak can't have the stat variables to compensate and find the right balance of and are going to need straight base stat buffs leading to more potentially game breaking knob turns. Without the equivalent of 6/18/6 mastery pages, it further restricts the build variety.
Maybe have a "set bonus" selectable for rune pages in addition to the bonus from the main path. For any page that has Resolve as its main path, they could chose from among the defensive stats to gain as a bonus, and their secondary path offers an alternative choice, like adaptive penetration for Domination, or scaling CDR for Sorcery. These numbers could approximate the values of the missing Quints and alternative runes from the old system.
At the bare minimum, give
her missing +7.4 health per level and +5 Armor.