This Runemaster topic is interesting as it opens up a totally different view of "how magic works".
Viking skalds (warrior bards) would "read the runes" (Futhark runes found by Odin) engraved on stones. Each of the 25 runes land either face-up or face-down. The combination of face-up runes then gives you a divination, an omen of the future. We see simplified runes in the excellent film Stardust. The I-Ching is a similar divination tool, from a culture where calligraphy is an art form. You could attribute Scrabble to drawing of runes from a bag to gain insight. Reading runes was certainly less messy than haruspicy (reading entrails).
Skalds carved specific runes onto objects to imbue it with that power word. The greatest sklads would brand a tattoo to allegedly grant that person that rune's mystical power. Although Futhark runes can convey some broad theme, they were not an alphabet hence great Viking sagas like Beowulf were passed on by the skalds via oral tradition.
Rune magic traditionally uses "Verb + Noun" format. It is unpredictable, completely at the whimsy of the gods, so usually involves drawing two runes from a bag. If I draw 2 verbs like "Create" and "Destroy" or 2 nouns like "Fire" and "Water", the casting has no effect. But if I drew 1 verb and 1 noun like "Create" and "Fire", then I have a spell effect and I can draw supplemental runes to progress the spell, for example I next draw "Control" which I pair with Fire to shape what I just created, then I draw "Mind" which I pair with Create to give shaped fiery entity a mind of its own and I pair Control and Mind to ensure the fire's mind is subservient. Runes drawn are only returned to the bag when the blank "Magic" rune is drawn so rune magic requires great improvisational skills, knowing Runes drawn now won't appear until the Magic reset. Rune magic is very free-form and random as other parameters (like range, magnitude and detail) enforce the power restrictions of its effect. Rune magic is my favourite magic system, typified by Ars Magica, probably the most sophisticated magic system of any RPG (it is almost a science book of magic).
In contrast, Mage Wars follows a "Vancian" magic system. Jack Vance's Dying Earth stories were the inspiration for Gary Gygax's magic system in D&D: each spell is chosen and memorised and when cast, it erases itself from the mind of the magic wielder. If you want to cast the same spell twice, you need to memorise 2 copies of it. So it would be breaking the MageWars game system to incorporate rune magic's highly improvisational verb plus noun into a Vancian magic system of specific spell effects that you remember, cast and forget.
I would anticipate Arcane Wonders will promote mages that fit well known archetypes. Occasionally, there may be a mechanistic reason to include a more niche mage (e.g. Siren to introduce more Water). But I would expect them to first release the Bard (who includes many archetypes including Runemaster, Bladesinger, Enchanter and Illusionist) as this is too ingrained as a fantasy trope.
Mechanics-wise, runes will be a sub-type of enchantments that target zones, conjurations, equipment or mages (as tattoos). I expect it will be a mage that specialises in trap enchantments (zones, walls) and buff enchantments (equipment, self). In addition, there may be some divination advantage (e.g. "Reading Runes: during Planning, if opponent has Initiative, he must openly choose his spells before you do"). But I can't see a niche Runemaster being created. There are so many other more defined archetypes that the fan base will want.
However I liked the thought that has gone into your Runemaster. As Joe said, it's far too powerful but some of the proposed mechanics are innovative and may be used somewhere.