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I don't want to tell you what you should do with your mod!
If you implement them, I will be very happy!
I considered making rune slots a reforgeable property when initially designing the mod but ultimately decided against it. Being able to reforge a runeslot on to an item means that it would also need to be reforgeable off the item. Rune slots are also able to grant a greater boost than most stats, which creates a bit of balancing issue where rune slots become the most valuable reforge on any augment that includes them as a reforgeable property.
In regards to reforge chance:
I won't ever be attaching a chance for reforges to fail. I really despise the fail-while-enchanting system of a lot eastern games and do not want to emulate that in this mod. There's already a decent chance to get a reforge that you don't like. Not getting one at all would feel awful.
I would like to do something more with Refined Augments though other than just having them being more convenient to craft with.