Runeist Roll having a TP bonus sounds odd; if anything, it should be something like a straight MDT versus the MDB we have from Magus's Roll. TP Bonus just doesn't seem to fit the job.

Resonance sounds a bit overpowered, tbh, and while I like the concept (at very least increasing stats, sort of like a PUP's Maneuvers does for their automaton), I think it also goes against the idea of trying to align your runes for elemental resistance against an enemy's spells. As a RUN you're going to be aiming to try and use runes to mitigate elemental damage, which means you can't use the bonuses reliably.

I wouldn't mind getting Temper on RUN, but I think the RDMs would burn you at the stake. God bless your soul.

Regen V is more SCH's territory because they are supposed to be the masters of over-time effects; they get the best Regen tier, potency bonuses via Light Arts JP, and straight up Light Arts bonuses, not to mention gear. Again, I wouldn't complain, but that one tier of Regen isn't earth-breaking.

Indi-Regain / Geo-Regain - I doubt they'd be so eager to give us a 50/tick, much as I would love that. COR gets that high but requires a good roll and/or bonuses. I'd say we'd be more likely to get something like 30/tick (which isn't bad in itself!) with Dunna and 40/tick with Idris.

Spirit Bind - Yes please. The drawback to it is reasonable and it makes it so much easier when you have a mobile party to use Luopans.

Enshelter - I rather like this, and it'd be a good addition to our SP abilities. Something like a 1-minute timer would balance it out, and it'd be useful for keeping your luopan alive on those big fights.