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For applying Runes to weapons, see the 'Rune Application Troubleshooting' section of the FAQ Thread on this workshop page.
As for players, they don't use Runes. The 'Reflection Rune' you start with just tells you your player's XP/Level.
The Player Leveling feature is off by default, you have to turn it on in the config (set the Player XP option above 0).
Among vanilla weapons this happens with Abagail's Flower & Storm Tiger Staff (The minion technically spawns upon their respective buff being active, rather than the swing of the weapon), as well as the Last Prism (Not sure about this one, it uses secondary projectiles for the beams, but this mod catches most secondary projectiles' sources fine).
These exceptions have to be hard-coded to work at all, so it's not really viable to fix the issue on my end, unfortunately.
You can, however, use the 'Manual Item-Projectile Sync' config setting in this mod to resolve the issue on a case-by-case basis by telling the mod what projectiles and items/weapons should go together. It's not very efficient - like actual hard-coding would be - but it should get the job done.
I wasn't leaning it towards a balancing issue, just was wondering if it was possible to config how many extra augment slots you can get as well as what levels to unlock the extra slots at.
I've done many runs with this feature and haven't had any noticeable balancing issues.
Also, Prestige won't give you any more slots than the +4 you already had.
If you find the extra slots too powerful you could reduce the 'Damage Boost Multiplier' setting to intensify the previously-mentioned counterbalance, and/or simply not use some of the extra slots.
On the converse, if you want extra slots sooner, you could use Weapon Augments config to increase the default/base slot count, and then use extra slots from that whenever your weapon reaches what you deem an 'appropriate' level.