GETINDARE's mana cost should be increased
Reason: This glyph has been really powerful for a long time, and arguably is the most powerful glyph in the game. First Strike is a superb effect, and a dodge chance on the side is just plain awesome. Even Rogues and Assassins, who already have first strike, still find use for this glyph for its dodge chance alone! Despite having one of the most powerful effects in the game, it also has one of the lowest mana costs. The glyph's low cost allows it to easily be worked into extensive spellcasting combos, even by characters without any investment in max mana whatsoever. Moreover, it's the only glyph that remains broadly useful after taking a penalty from Mystic Balance. Everything else just becomes impractical, but GETINDARE is so good that it works just fine even at 5 MP. It's also the only way for most characters to cancel out the penalty for slow strike, and the freebee alone makes people worship Tikki Tooki first despite absolutely no piety. It's just too good. I'd say move it to 5 MP.
Pros: This makes the glyph a little bit tougher to work into casting combos, and generally would require better planning. It'd be harder to spam for accumulating dodge chance, while still not being impossible. It also closes the gap between GETINDARE and its less-appreciated sibling WEYTWUT.
Cons: It'd technically be a buff to Mystic Balance, as "making GETINDARE worse" is arguably its biggest flaw. While obviously that doesn't make anything stronger than it is now, it does mean it's one less consideration and nuance to using Mystic Balance.