Hey! I'm just going to throw a bunch of ideas out there to improve warding's miniscule pool of rewards. Feel free to like or hate them but I'd love some feed back too!
Ability to imbue existing sets of armor (mage, range and mele) with niche perks
-increased magical attack speed
-lighter weight clothing (possibly demand recharge after running for so long)
-imbue skeletal mage set (or higher tier version or wand imbued with salve (ie) and maybe crumble undead runes) with a special set bonus that makes it best in slot mage gear when fighting undead monsters using the crumble undead spell
Add the 4 element combination rune idea proposed in the artisan skill
-while it's not entirely useful it might be handy to use them in the rune pouch
Runecrafting robes with the 2.5% xp increase
-this is a good a place as any to put these robes and have you make them yourself
PVM only, charged imbues to weapons (possibly only weapons made through warding) with chance of status effect
-paralysis effect: stuns non boss monsters for one or more of their attack cycles making them unable to deal damage to you for the duration with a cool down before the effect has a chance to be applied again
-bane of arthropods: deal extra damage or perhaps increased accuracy when fighting spiders (likely only useful for fighting venenatis)
Sew all essence pouches together and imbue to make the mega pouch
-(likely unpopular) allows for a few extra spaces of essence
-possibly allow you to repair your own essence pouches at certain levels of warding
move cerberus boots imbuement to warding
-makes more sense if it's about giving items magical properties
These are just a few suggestions that could make warding good for early, middle and end game.
Perhaps more ideas to come in the future.