Riot pls: Runes are too damn expensive
TL;DR Runes should be free because in a game in which all other conditions are constant (player ELO, champion viability, masteries etc), optimized runes are a huge tactical advantage.
Runes are fundamentally different from champions and shouldn't be subject to the IP costs. Most players main a small pool of champions, and theoretically the champions are supposed to be balanced. However, there are a huge set of rune combinations that offer strategic advantages for a specific champion and/or playstyle. Players should be free to experiment with their rune setup, as it's pretty much the only thing you'll start a game with that will offer significantly different stats/power from the other 9 players.
Ex: -A farm heavy jungle player will probably want AS Quints, a gank oriented player might want MS quints -A nasus player might want to offset Nasus's weak early game with Armor Quints, a Riven player is going to want AD Quints -A LB will value penetration runes more than an Orianna player -etc. etc.
Now let's discuss how astronomical rune costs currently are. A lot of more experienced players have forgotten the pain of grinding out IP, and need to be reminded.
Let's use this account as an example. I have a relatively small champion pool: -Top: Tryndamere, Jax -Mid: LeBlanc, TF -Jungle: Udyr -ADC: Vayne, Jinx -Support: LeBlanc
**Now let's calculate the cost of optimizing runes for my 7 champions, which is a far-cry from a big champion pool. **
The average game is ~30 minutes long. A 30 minute win grants 90 LP, a 30 minute loss grants 60 LP. You will average out at ~75 IP every 30 minutes of IN-GAME play - not including the time you spend in queue which can be anywhere between 2 and 15 minutes.
In other words, first win of the day aside, it takes ~164 In-game minutes to farm 410 LP, AKA the cost of the least expensive T3 Rune.
Let's start with the most basic rune page:
9 AD Reds (3690IP) : 49.2 games = 1476 minutes 9 Health Yellows (7380IP) : 98.4 games = 2952 minutes 9 Flat MR Blues : 738 minutes 3 AD Quints: 1230 minutes
This would work for 
Now let's move on to
. These are additional runes I would preferably swap out:
9 AS Reds : 1476 minutes
9 Armor Yellows : 738 minutes
9 AS blues : 1476 minutes
3 LS Quints : 2460 minutes
Now
:
3rd Rune Page : 2520 minutes
3 AS Quints: 1230 minutes
:
4th Rune Page: 2520 minutes
9 Hybrid Penetration: 2952 minutes
3 AP Quints : 1230 minutes
:
5th Rune page : 2520 minutes
3 MS Quints : 2460 minutes
9 M.Pen Reds : 1476 minutes
9 Scaling Health Yellows : 1476 minutes
:
6th Rune page : 2520 minutes
6 CDR Blues : 1968 minutes
:
Nothing, luckily
So to set up my preferred runes, it'd take: ** 105,400 IP 1405 Games 42,160 minutes 702 Hours 29 Days** Just to build optimal rune pages for my pool of 7 Champions.
Are some of these runes absolutely necessary? Yes - In fact most of them are, that is, if you want to win. Some champions benefit so greatly from a unique rune page that you're really just shooting yourself in the foot without a proper page. (Ex: Trynd)
Are all of these runes absolutely necessary? No - not really, but they are really desirable to me as a player because it allows me to play with a distinct style.
Ok, so I'm no fool - I just paid RP for my 7-rune page bundle, I've purchased IP boosts, and I actually bought a lot of my champions with RP so it doesn't actually take me like 30 straight days in-game to farm my runes; But make no mistake, Runes are definitely passing into the territory of 'pay to win', and a great deal of players aren't really willing to dish out the big RPs just for runes.