If you had trouble interpreting some of my comments, I don't mind expanding on them line by line if you share the chatlog, I didn't consider making a copy of it. It looks like some things you shared above got confused.
For example, "no runewords are worth wearing" sounds like something that needs context. You asked about weapon runewords, but weren't interested in "Despair" or "Malice" (low offensive torso runeword). You mentioned wearing the complete Arcanna set, so I recommended upgrading the staff for +2 skills (but check the white-items webpages to see what level and stat requirements the upgraded item has). I didn't mention it, but upgrading the hat would earn +1 Skills and 5 PDR/MDR (i.e. Non-Pois DR (anyone comfortable saying NPDR yet?)), and upgrading the Armor would get 5 PDR/MDR. If you're using a full set, then I wouldn't expect any runeword to be so strong that it's worth breaking up the set.
WW mobs, I remember admitting that they're tough, but also mentioned that they do reduced damage (or maybe reduced ARating, I'd have to double check) to compensate. I've seen many new players aren't used to handling them, but I'm pretty sure once they do they'll be fine. If a mob (more than 3) WW at you at the same time, then I'd recommend walking (to preserve your AC and Block) to the side rather than away because monster's generally target the space 3 yards behind you when they WW. I have no idea how many times their WW is hitting, they have no extra IAS that I can see, and don't appear to be dual-wielding. I remember asking you to explain what you meant by desync, but at the time I decided that you might be referring to how even when their HP appears to be zero their WW continues and they die afterwards (just like Barbs do). If you'd like to stream it, then I'd recommend playing at a resolution of either 800x600 or 640x480, to help expand the details and reduce the stream bandwidth (my connection sucks).
Upgrading gives +Skills in many cases (I never bothered to make recipes for Magic or below-Superior-quality stuff), and almost all cases of Exceptional to Elite (I think only most non-class weapons miss out). Gemshrines are good to upgrade PGems to StarStone. I'd recommend just doing quick tours of the WP in A1 or A2 Sewers or ArcaneObservatory (if you've got a Telekinesis ring). GemShrines are as common as any other shrine, so if you started with a Flawless (or maybe Normal if you've got a fresh char), then after 4-5 shrines you're able to upgrade a Basic to Exceptional (+2 skills on 2-Handed weapons like ArcannaStaff). Exceptional items start around char level 40, so no need to rush.
I can see where the mana discussion might have gotten confusing. I mentioned that in the original 2012 design, I wanted mana to scale differently (I never mentioned, but I was hoping it would be a very mild exponential, like +2% per synergy and +X per level), but D2 is coded to accept only "Base=Y and perLvl=X". This limits the design. Since most RPG/Adventure games like D2 have an exponential growth curve (they need to or else gameplay gets stale), I was forced to choose how to fit the mana cost line against the growth curve: they either match early game or late game. I chose to match the late-game (Char level >60ish) because the early game (Char level <30ish) is over fast (a day?). The mismatch isn't too noticeable to me, but I've gotten used to this version of HU (since 2012ish).
I've noticed a few groups in SC that are racing through Norm very fast (Norm is relatively easy, and their groups are clearly not struggling to a point that's frankly a bit suspicious (to each their own though)). They're ending up in A3 (mobs start at level 40) by level 30, and ending up in A5 (mobs start at level 70) by level 60.
In Diablo2, when the player's level is more than 10 away from the monster's level, the player won't earn much exp for the kills. Folks may as well slow down and complete optional quests. The boss webapge has levels for every boss-flagged monster, so is a decent reference to find where you'd level best.
I don't recall discussing oSkills, but they're in v1.7 for a couple reasons. One is
balance, one is novelty (I haven't had a chance to give it a go, but Golem Paladin (assumed to be using Prayer, but Conviction might be alright too) should be pretty viable).
Let me know if in the future you're interested in playing together.