Yeah that seems pretty overtuned. An additional rune at level 3 is big. Having five runes by level 7 is a huge boost. That combined with the homebrew runes makes it completely absurd.
Frost rune just a straight up +2 to AC? No time limit? Way too powerful.
Lightning Rune: A 15 movement speed and 3x jump? Mobility is the thing that Monks do best. This makes the heavily armored rune knight more mobile than the monk. No way I'd allow this.
Rune Form: I assume this is replacing giant's might? "Advantage on demand" is very powerful. Would not allow.
My feeling is that Rune Knight is a pretty solid subclass already, and that there's no real reason the player needs any of these changes. These changes are all upside, no downside.