Making the caster stand still is a nice way to turn the rune into a positioning question instead of just a memory test. I haven't played the demo yet, so I can't say which part clicked slower for me. From the design side, though, the interrupt rule only feels fair if players can read the threat coming, so a clear windup on the fast melee attack probably matters as much as the rune shapes themselves. It might also help to let newer players cancel a half-drawn rune cleanly without a long penalty, so getting interrupted teaches them to find space rather than just feeling punished. In 3v3 a teammate peeling for the caster could become its own little skill, which sounds fun. Good call fixing the leaderboard too, a stuck zero score kills motivation fast.