While the skill system is largely unchanged save for some UI improvements and the helpful new (but optional) skill categories, we’ve been working to make some rather intense changes to the runestone system.
Before we get too far, it’s probably best to clarify our terms: First, they’re now called skill runes, and they’re called skill runes because they’re no longer a physical item, but built directly into the skill system. Let’s back up, though, and go through some of the problems we were encountering and how this final design is intended to resolve those issues. We don't have charms at the moment, but it's a mechanic we like the idea of as long as it doesn't become an inventory space vs. power decision. They're one of those things that certainly could come back but that we haven't fully explored yet.
Thus, while charms aren't currently in the game, we may see them appear as more progress is made. Like multi-player features, there are a lot of things yet to be conceptually and developmentally hammered out and polished.