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I assume that #2 follow the same rule.
Except a bare minimum of 1 Air Rune even if you were to theorically drop the total to 0 (at least that's usually the case).
Late game you'll probably use Ancient Magicks: Even Gust (requiring a total 35 runes, 32 with the wand) doesn't require too much work to be sustained days long and the damage output is far higher than standard magic.
Reductions in rune costs to a specific element (such as Wind) has zero effect on combination runes.
Reductions to standard runes can reduce the cost to 0. Such as casting a fire-based ability like Superheat 3 with a Mystic Fire Staff reduces the rune cost to 1/4/0/1.
The advantage to combination runes come in the near-to-max levels of Runecrafting where you have huge bonuses to quantity produced and doubling chance. Making a standard Wind rune gives 16 or 32 (+8 random if using a potion that procs) and around a 75% chance of not using the blank rune (or around 65% if you don't have a crown). Then you take those runes and combine them AGAIN for another 16/32+8 from the 16-40 originally made, and still have a good chance to not use the originals.
In that situation you can make HUGE quantities of runes extremely quickly.
I was Runcrafting today for Summoning and I make around 100k runes and only used 500 blanks at most. In the end, you have the option of practically burring yourself in runes of any type you want to use.
I'm not sure if that directly answers your questions but it might make some of it a little clearer.
Oktober12th, it more or less does answer question 3. There's still the "problem" of mass production not making use of the staff's prominent effect. But it's not really much of a problem if you can make so many so quickly. I didn't realize the production rate was that ridiculous at max level.
I do feel the balancing for low level is still off.
In many ways I agree, the low level is off. But after having gone through it, you can scream through those early levels so fast if you choose too that balancing the game against them would be nearly impossible. This is especially true once you get good at some aspect of a skill and then you have have the option of nearly instantly mastering others using your Mastery XP.
For example, many people use Dragon Javelins to make money. At first this seems insane with the number of steps and some of the odd things involved. But when you can just take your spare Smithing XP from making bars and pour it into the Javelin tips you can take them from level 1 to level 60+ before you even make your first one.
It can sometimes feel a little 'off' especially right at the start, but it smooths out after a little while as the skills begin to interlock more.