I would say that the biggest issues with your rune pages are a lack of defenses and early damage. You have most of your slots consumed with penetration, crit damage, or scaling stats. Here are some good general pages I typically use (assume runes are flat unless stated otherwise):
Standard AD
Marks = AD
Seals = Scaling Health
Glyphs = Flat MR
Quints = 2 Armor + 1 Attack Speed
AD Caster
Marks = Attack Damage or Armor Pen
Seals = Scaling Health
Glyphs = MR or Scaling CDR
Quints = 1 Armor + 2 Attack Damage
Standard AP Caster
Marks = Hybrid Pen
Seals = Scaling Health
Glyphs = (MR) or (Scaling CDR)
Quints = 1 Armor + 2 AP
Attack Speed (ex. Warwick, Master Yi, Udyr, Irelia)
Marks = Attack Speed
Seals = Scaling Health
Glyphs = (Scaling MR) or (Scaling CDR)
Quints = (2 Armor + 1 Attack Speed) or (1 Armor + 2 Movespeed)
Magic Damage Tank (ex. Maokai, Amumu, Zac)
Marks = Hybrid Pen
Seals = Scaling Health
Glyphs = (Scaling MR) or (Scaling CDR)
Quints = (2 Armor + 1 Hybrid Pen) or (1 Armor + 2 Movespeed)
Support
Marks = (Hybrid Pen [poke]) or (Armor [Tank])
Seals = Scaling Health
Glyphs = MR
Quints = (1 Armor + 2 Health Regen) or (3 Armor)
Against heavy early magic damage (such as LeBlanc, Ryze, or Rumble)
Marks = (Attack Damage) or (Hybrid Pen)
Seals = Scaling Health
Glyphs = MR
Quints = 2 MR + 1 Armor
Notes about my rune pages:
-I like getting Scaling Health Seals because I find that they make early resistances from runes or items more effective. This allows me to buy large resistance items like Frozen Heart or Iceborn Gauntlet early while maintaining respectable health. This also increases my effective health against all damage types.
-I like Armor Quints because they are more slot efficient than flat armor seals. I'll typically have either 1 or 2 Armor Quints on each page to protect me from autoattacks and minion damage if nothing else.
-I tend to be pretty defensive in my playstyle, so I value durability in my rune pages more than offense. I typically have Seals, Glyphs, and Quints chosen for defense and Marks for offense.
-I take flat MR Glyphs and some flat Armor Quints on every page just because it means that I won't be punished as heavily by mixed damage opponents or lane swaps. It also allows me to use them for lane or jungle equally.
Notes about your rune pages:
-Don't use crit damage or crit chance runes. Just don't. With a couple exceptions (Yasuo likes about 5% crit chance in runes), there are far better options. Essentially, you are trading significant early game power for negligible late game power if you use them, as you can't really take advantage of it early.
-You shouldn't really have all sections in your rune page dedicated to offense (such as your bursty mid or ADC). Runes are less efficient in certain slots, so you lose cost efficiency when you use certain runes (such as AP seals).
-You might benefit more from a more defensive rune page so you reduce the damage enemies deal to you. A while ago, someone found that MR Quints were better for winning trades in a standard AP vs AP mid lane matchup than AP quints. Not sure if that is still true though.
-I'm personally not a fan of flat armor seals. I find taking armor in quints is better, and scaling health seals give me more effective health most of the game.
-Hybrid Penetration runes are better than Magic Penetration on pretty much every champion in all situations. Even on champions who rarely even autoattack, the difference is negligible at best.
Anyways, if you have any questions, ask and I'll try to respond.
Hope this helps.