The current selection of rune feats is, overall, weak and narrow. In my opinion, one of the main problems is that you only get 8 of them. Normally, that wouldn't be a bad amount of class feats, but, by nature, the rune feats will take up almost all of your slots, or none at all - and they just fall short for that.
Eloquence and
Zeal suffer from being too specific. Even a character wanting to spend feats in utility (non combat) effects may not be interested in these sets of skills. The numbers aren't too bad for these, its just that their effect won't appeal to most players. I guess they would be ok if there were plenty (20+) of rune options to choose from, thus becoming a cool altrnative, rather than an awkward tax.
Hope has a nice benefit, the kind of think many leaders will want... but suffers from terrible scaling, when compared to its equivalents in other classes. Almost every leader has a feat to add a primary or secondary ability in THP or HP to their healing word - that is usually a +3/+4 right off the bat, easily scaling up to +7/+8. Because of this, Rune of Hope needs other rune feats just to match equivalent options from other classes, and when you go all in with runes... it caps at pretty much the same benefit as the alternatives. At (2+rune feats) THP this would be worthwhile by itself, and not really broken with a full rune suite.
Vengeance reads well because its the only non-epic rune feat that does something damage-related, but its numbers are downright hideous. As a rule of thumb, I find that feats granting once per encounter damage boosts need to deal about 5 extra damage per tier to be worth the effort. Rune of Vengeance may come close to that figure if you go all in on runes, spend an action point, hit, and actually meet the requirement (get bloodied, which is not a guaranteed thing for a non-defender). Way too many 'ifs', to my taste. I actually think this could work at twice the bonus, more reliability, and removing action point shenanigans (say, a bonus equal to 2x your rune feats for your next damage roll against that enemy).
Escape is, again, nice but situational. The benefit is an interesting one, but many characters just won't care for it. It would make a decent feat if you didn't
need to take it just to make your other runes work. The same applies to
Torment - many runepriests won't even have a save ends power, and at most you'll get 3-4! A bunch of save-ends encounter attacks would be great for this one, but even then, we are talking about a feat that only a few builds can use.
Battle is awesome, I'll grant you that. But note that this one is impressive enough without any kind of runic support, and adds some great scaling on top of that - just what I'd like these feats to be like.
Finally,
Health is also good, because its scaling is in a different league from other rune feats. Granting a total HP equal to (3+rune feats) * (number of allies) is miles ahead of Rune of Hope, and could even be decent without any other runes.
Unfortunately, even though rune feats in general would work better if there were just more of them, a few can lead to silly scenarios once the character gains access to 10-15 runes. Particularly, the skill-related runes grow to absurd proportions, and Rune of Health would probably end up way too strong. So there's not an easy way out of this.