I hate them. From a PvP perspective, Incanter's Ward is ok, but from a PvE perspective they're god-awful. Simply put, each talent rewards and encourages fundamentally bad play. Let's review:
Protip #1: As a ranged DPS, you should be avoiding most incoming damage. Your healer appreciates not having to constantly keep an eye on you because you're a squishy clothy. Yet in order for Incanter's Ward to work, you have to take damage.
Protip #2: As a consequence of tip #1, you should be keeping constant alert for incoming damage and move as necessary. As they say, standing in fire is a prime sign of bad play. Rune of Power forces you to stay in one (two) location(s).
Protip #3: As a DPS your #1 duty (after not getting killed, see tips 1 & 2) is to do damage. If you're standing around not doing damage you're wasting a group/raid slot. Good thing Invocation requires you to stop DPSing for 8 seconds while the spell channels!
So there you have it. Three talents, three poorly thought-out abilites.
They weren't poorly thought out. All through WotLK and Cataclysm I saw complaints on the forums about how mages were boring, single-button pushers. Weirdly, a lot of the complaints were from mages who should have known better (probably attention deficit disorder types playing the wrong class, but who didn't want to have to level up something else).
So Blizzard typically overreacted and made mages complicated to play, and gave mages these unpopular lvl 90 talents as part of that philosophy.
I don't want a complicated class, that's why I'm an arcane mage. That's where Blizzard went wrong.