What I want to see from the new runes
-Some recourse in a melee vs ranged lane -Ability to sacrifice some early power for lategame scaling, for when you're against a hyper-passive champ like Janna -Something to help manage a wave against champs that can shove you under turret without spending mana -Something to bring if you're confident you'll do well but worried one enemy will solo-carry -Some way to defend towers/foil dives -Something to make counterjungling worthwhile (opponents shouldn't be able to see you have it, avoiding the problem of making items do this. If third party sites are a problem, have it make you choose between multiple buffs once the game starts, not all of which are for counterjungling). -Something for the "all AD" teams, both as and against.
THIS is the kind of pregame optimization we need, not "gee which of these two options does my champion obviously synergize with to the point of it being mandatory". Two or three things in the vein I described, a keystone system with meaningful choice, and a couple more runes that encourage a coherent team strategy, I would happily evaluate which ones to bring in every game.
Leave your rune suggestions below.