I don't know if feedback ideas get looked at here, being my first time submitting anything, but I thought I'd give it a shot.
The last major update to Runestone resource drops resulted in a much desired outcome for those who were having a difficult time acquiring what was seen as a necessary part of the game. Even when starting crafting writs, players in beginner areas found themselves hard-pressed to obtain the necessary glyphs for what was supposed to be a tutorial. Now that Runestones have a possibility of dropping each type of stone and Mundane Runestones simultaneously, that problem was quickly rectified. However, it has also led to a monumental inflation of what are otherwise non-bot-farmable resources, with even the most valuable of Runestones, Kuta, deflating in price at guild traders by over 80% and resulting in players amassing hundreds of worthless stones that were previously priceless.
What I would suggest as a change is adapting a convention similar, if not identical, to every other crafting convention, in which in order to craft a basic Runestone you would still require the basics: Potency, Aspect, and Essence. However, all Runestones would be created using Ta as potency, resulting in a white level Runestone. In order to increase the power and rarity of the stone, Potency glyphs would need to be used in increasing increments, with a degree of failure for not using an amount with a 100% chance, just like every other crafting skill save Provisioning. The passive in the skill tree allowing for increasing degrees of Potency rune rarity would be exchanged for one that would decrease the minimum amount of Potency glyphs need for improvement, allowing even brand new players to create Legendary glyphs so long as they have the materials. This change would increase rarity and value of materials and put more importance on resource collecting, crafting, and exploration.