Nothing really wrong with the stats they provide, as a large majority are Utility style bonuses like Resistances and Range modifiers.
Globally, damage in PvP should be 2/3's what it currently is. PvP is not fun when you can die within the 1.75 second stun window [accounting for animations and such].
My issue with how they were implemented is the rate at which you gain Materials in PvM does not match the rate at which you gain them in PvP. I've had this same contention with the currencies Valor and Honor and debated many times that Valor is not easier to gain than Honor, as you have to be capable of defeating the Dungeon, if you fail you earn very little if any, Dungeons take longer to complete on average, and require more GA Energy per hour than PvP modes. Now that same stance is being taken on Paradigm Empowerment materials, and it's starting to not just rub me the wrong way, but illustrate that I simply do not have time to play this game anymore, not competitively, I mean at all.
Because game balance in ROSE directly relates to min-maxing and it always has, at a point in the somewhat near future, if you do not possess Runes upgraded to a certain point, you will not be able to progress in higher level PvP's, or Dungeons [assuming the level cap is pushed up once those modes are released]. I, do not have thousands of hours to sink into ROSE just to remain having fun with the game. The point? If runes are not made more accessible in SOME method to casuals and players who work the week days or have other commitments, they will simply find something that requires less hourly investment to simply play. That is why MOBA's are stealing prior MMO lovers all over the world. You log-in, pick something to play, and go have fun. That used to be ROSE, but that died a long time ago and we're only going to make it worse if these types of input are not taken seriously.