I really don't like the idea, or at least to have it as he described it in that interview.
I do like the idea of some sort of randomized benefits to each rune, but i think they should still keep their basic types intact, so that you at least know the kind of modification that will occur when you plop it onto a skill--- maybe just have randomized stat increases that appear once its attuned.
you have two level 1 obsidian runes and you put one onto skill A, lets say it increases the damage the skill does, and also gives you +5 dexterity. You take it off, and throw the other one on there, it still increases damage but this time through randomness it gives you +4 energy.
Yeah I would like something like your example. Added random benefits that aren't necessarily game changing if you get a poor quality one, ex: +2 energy. But, it can also keep you striving for perfect versions of your runes. Maybe +5 energy?
I wish I was a little more clear on how the "old" and "new" systems each work.
Was the old version that if a rune dropped it would be either Crimson, Indigo, Obsidian, Alabaster, or Golden and you could place it in any skill. Say you get a Crimson Rune and place it in magic missile, and if you decided later to change that rune you could take the Crimson Rune out a magic missile and put it in put into disintegrate or something?
Now, I believe the "new" system will drop a blank rune and once you put it in magic missile it will change to Crimson Rune of Magic Missile. And now you can't use it for anything except that, and you better hope that the Crimson effect was the one you wanted for Magic Missile, or tough luck.
I could be off, some more clarification would be nice.