I don't know how you feel about Thread Necromancy, but here's some of my opinions to try, and justify the Bump.
Ward Absorb: The only thing that makes Wards useable, and it works on Spellbreaker. Pretty useless, except in very specific circumstances, when it absolutely rocks. Dragonbreath is completely stopped, without damage, as long as you can keep the Ward up. The Magicka drain makes this sticky, but with WA, not only does it pay for itself, but charges your blue gauge for the next Thunderbolt. So, the 2 instances where this isn't useless start with Yol, and Fo... You hear that, put up your Ward quick, and you can shoot back through it as long as he's breathing on you.
Runemaster: Again has a very limited use, if you build around it. Generally not worth the trouble. I like to drop a Shock Rune behind certain spellcasters, like the Foresworn Forager working the Forge at Kartspire camp so when she backpedals while warding, she deprives herself the ability to drop that Frosty, and start spamming Ice Storm. Similarly with Dragon Preists, Thalmor Wizards, and the general Robe wearing set, if you're throwing lightning on their Wards, it gets annoying quick, and this stops that particular fight.
Re: Kiting onto Runes. I do that at low levels, it's good practice for when you get to Wall spells. Since you're casting at your feet, you don't need Rune Master. Skip it. Frost Rune is a good all purpose getaway, because it Slows them, while you're trying to escape the melee before getting Squished. Runes are poor man's Fireball. Once you get to 50, might as well use something cheaper, like Ice Storm.
Lockpicking, all of it. Learn the minigame, level it up for points to spend elsewhere, and leave it at that. I never have to buy lockpicks. It's really not all that hard, and once you get up to 100, even Master Locks are doable without too much trouble with Any player skill. Golden Touch, and Treasure Hunter are all right, but are they really worth the 5 points to reach them? By the time you're up to 70 skill, hopefully you can Make your own Special Treasure. Level it up, and spend the points on Crafting instead, you'll make more money that way.
Hunter's Discipline: It's a gateway for Ranger, which isn't all that wonderful anyway, because Archery lacks the RoF for effective Run&Gun tactics. Go with Destruction instead, you can run normal speed with firebolts blazing from both hands, and it doesn't cost a single perk. Save 2 points, and maybe have to buy more arrows.
Paralyzing Strike. I leveled 1H to 100 for a random chance to knock someone out, and have to run backwards to do it? At least with Bullseye, Power Shot, and Critical Shot(3) chances are any given arrow will paralyze, stagger, or Crit. If not, it's a pretty safe bet either the last one, or the next will. Sure, you can beat the odds, and string 3 regular shots in a row, but it doesn't happen often. With Warmaster, you can at least have Reach Advantage so he doesn't have to be the same size as you, with a shorter weapon, and identical encumbrance so you can get more than 1 attempt before he catches up, or you leave him behind. Oh yeah, and this is Spamming Power Attacks hoping you get lucky before you run out of Stamina, or into the bit-map. Good luck with that.
Disintigrate has a hidden effect that lowers the target's total health, not unlike Marked for Death/Dragonrend. It doesn't lower Armor as well, but Lightning goes right through it anyway, so who cares? (As long as you aren't using necromancy. Against necromancers, conjurers, vampires..? It's invaluable.) Deep freeze, see the last paragraph. Intense Flames: Yay, I get to chase them down right as they're thinking about popping off that Healing spell? Sign me up!
Matched Set: Not useless useless, but easily skippable, especially if you want to mix, and match all the lovely enchantments available in Light Armor. (A lot of them unique, or non-disenchantable.) Krosis, Morokei? Not compatible. I'd rather use the Gauntlets of the Old Gods with Linwe's/Ancient Shrouded cowl for 45% more bow damage than get a 25% boost to AR.
Soul Siphon: Okay, for some reason, you can't Soul Trap, find the Black Star, or be bothered scaring up a Skeever's Spirit to top off that Daedric Mace of Please don't hit me with that? Even under those circumstances, this isn't really worth the point. Not only that, but with Siphon, it reduces the already minimal experience you get from topping off your magic weapons when the leveling is starting to level off (assuming you didn't just Bookshelf Train, Grind, or Console Cheat up to 100.)
Stealth (3-5): Okay, these can be somewhat useful for getting within Dagger distance without detection. You need 1 point to open up the tree, maybe 2 here to get up to Skill Level 40, beyond that, save it for something that will count. In Heavy Armor, I can get Deadly Aim at 40, and just not have to get that close. Don't even need Muffled Movement, and if you can find something with the Muffle Enchantment, stomp around all you want. After (3) the 5% increments become progressively insignificant. At 60, save it for Silence. 80, you can hold out for Shadow Warrior.
Shield Wall(2-5): Another one you spend 5 points to get a 50% increase. My main character right now is unarmored other than The Targe of the Blooded, no Juggernaut perks, nor Smithing, total AR=20. 1 point in Shield Wall to unlock the rest of the tree. If you're in capped out armor, you can save these points for something more effective. Unsmithed Heavy? Probably got something higher priority. Light armor, no Smithing, on Master level, go ahead and max this one out. Just about any other case, you'll find better protection elsewhere.
Restoration Dual Casting: For what? Turn Undead of a higher level? Make your Circle of Protection Last Longer. I know, more than double the drain of Wards with less than double the protection! Heal 220% more for 280% more Magicka! None of them sound like a bargain. Not even a gateway for a cool effect like Impact. Skip it.
Deflect Arrows is iffy. With Block, you have the problem that while you use it, you can't do anything else. Now, if you look further up that branch, you have to pass Elemental Protection (Which works as long as it's hanging on your arm, regardless of the text) to Block Runner. Ahhh! Now you can advance to squash the Archer distance with less than 100% protection, but it still helps a lot. Next up, Shield Charge, which lets you simple run them down, then hack them to peices while they try to get up. (Without Deadly Bash, which just didn't make my list. Not unlike PS.) With a Destruction Shield Mage (Or Conjuration with Flaming Familiar) I can charge a Firebolt faster than he can draw, and pull an arrow. Block, bolt. Rinse, repeat. Again, it doesn't stop every arrow, but when you're trading shots, his Light Armor does nothing, and about half of his bounce off. Also, the Imperial Shield, and Ysgramor's both have plenty of coverage. Pick up the Kite, hold Block, and turn the camera to show the front view. You see a boot, and a half, part of the top/side corner of your head? So does the Archer.