I actually really don't know what kind of runes should those be for other proffessions. One thing im sure of, those runes shouldnt be attribute related, same as sup absorb.
But i'd give myself a try, though:P
Warrior has absorb, so we'll skip him.
Elementalist
Elements Might
Minor - Your damage caused by your elementalist spells are improved by 5%.
Major - - l l - by 10%
Superior - - l l - by 15%
Monk
Attunement to Dwayna
Minor - Your enchantments last 5% longer.
Major - Your enchantments last 10% longer
Superior - Your enchantments last 15% longer.
Mesmer
Arcane Recovery
Minor - Recharge on spells 5% faster.
Major - Recharge on spells 10% faster.
Superior - Recharge on spells 15% faster.
Ranger
Attunement to Nature.
Minor - Your preperations and stances last 10% longer, and your spirits have 4% more hp.
Major - 20/20/8
Sup - 30/30/12
Necromancer
Hex Mastery.
Minor - 5% longer hexes.
Major - 10% longer hexes.
Superior - 15% longer hexes.
Assassin
Assassin Agility.
Minor - +3% chance to make a double strike.
Major - +6% chance to make a double strike.
Superior - +9% chance to make a double strike.
Ritualist
Ritualist's Insight.
Minor - Lengthen Weapon Spells and "Ashes" Spells, by 5%
Major - - l l - 10%
Superior - - l l - 15%
Edit nr 1: Made a lil mess around here, and try to balance the runes we've got at the moment, so they'll be more acceptable.
That would be it. It was just an attempt, so feel free to correct me. I don't mind a discussion, but i'd like at least 1 person to focus on this thread and make a long reply, with which, that person would place balancing ideas for this, or else that could help, and make all of us get to a compromise

If you feel you like this idea, just take a minute and write /signed, below.:P