Rune stat shards: Defensive choices aren't great choices (Warning: Math)
In terms of gold efficiency and actual stat efficiency, there's no reason to pick defensive stats because they simply are not equal in performance to the offensive stats, especially with runes supplementing offense and not defense. Now, these are the stat shards per Riot MapleNectar located here:
Row 1: 10 Adaptive (6 AD or 10 AP), 9% Attack Speed, 1-10% CDR (lvls 1-18). Row 2: 10 Adaptive (6 AD or 10 AP), 5 Armor, 6 Magic Resist, (We’re debating adding a 4th here). Row 3: 15-90 HP (lvls 1-18), 5 Armor, 6 Magic Resist
To those that don't know, armor and mr essentially increase your effective health by 1% per 1 point. Since I'm thinking about this primarily from a solo tank/bruiser perspective. If I'm Naut, who starts with 576 hp and 35 armor, my effective hp against physical damage is about 778. If I was to add 5 armor to that, it would be an effective hp of about 806, which is a 28 hp difference. And Naut has a decently sized hp pool.
Anyway, what I don't like about this is that it's such a poor choice over offensive runes that it's actually really easy to overcome that difference of effective hp if you have scaling on your abilities and pick the 6 ad. I doubt that in a fight, that the effective hp would give you even an extra second at any stage of the game, especially when you're melee against ranged.
For the third row, I also have a serious problem with the hp choice vs armor or mr. For starters, the hp choice works against everything. It also increases the usefulness of your starting armor and mr. In the Naut example, it would add 20 effective hp against physical damage at level 1 with his starting armor, and it scales up. There is literally no reason to ever pick the 5 armor or 6 magic resist because you gain another 88 effective hp throughout the game against physical damage from just that before even considering level up armor or bought items. With his max level up armor the scaling hp shard actually gives him 179 effective hp against physical damage. The direct comparison would be 5 armor increasing his level 18 effective base hp by 101. While you can get more out of the stat if you're buying large pools of hp, you're obviously going to more easily get more out of the other stats unless you have a special scaling like Rammus/Malphite or if you're Cho/Sion, who can infinitely stack hp.
Lastly, I don't feel like there are enough stat shards. I'm not talking choices in stats, I'm talking about rows. I like the idea of having to choose between offense and defense or utility or defense or utility and offense, etc. There should be more of that to supplement the runes, especially if the runes are going to continue adding mostly frontloaded burst.
Off-topic: Why isn't there a resolve rune rune that literally says: "if you take damage >15% of your max health in one ability/auto, reduce it by x%?" I mean, fuck, you can make the ability scale with bonus hp and give it a cooldown if you don't want squishies to use it.