The benefits of charms based on size are according to these (generalized) rules:
(1) Numerically, 3 perfect small charms will be better than 1 perfect grand charm, and 2 perfect small charms will be better than 1 perfect large charm (as far as common stats are concerned, like mana, life, damage, resistances...)
(2) Specially, grand charms will offer benefits that are not available on small or large charms; they may also grant some stats at an earlier tier than for other charms.
(3) Numerically, 3 perfect large charms will be better than 2 perfect grand charms (as far as common stats are concerned; also with respect to stats that may not appear on small charms but do appear on large and grand charms); specially, large charms will offer benefits that are not available on small charms; they may also grant some stats at an earlier than small charms.

The numerical benefits are around 1/6th-1/7th reduced per charm size when adjusted for equivalent inventory space usage.

Charms can now spawn as rare. Rare affixes abide by the following rules:
(1) Rares only get half of the possible affixes of a group: so if a group has four tiers of increasing damage, then you can only get the two lowest tiers of damage
(2) If a fractional value is obtained it rounds down, so if there is a group of 3 affixes you'd only be able to get the lowest tier affix
(3) Resist affixes always cap out 1 tier earlier; so if there are four available affixes in a resist group, then you can only get the lowest affix

Since rare charms can get up to 6 affixes and the vanilla affix pool is quite small, it has now been expanded with many new affixes. To prevent this from severely diluting magic charms, all magic-only affixes are much, much more likely to spawn (probably like 10x-100x freq) than magic+rare affixes, making it fairly unlikely to roll magic+rare affixes on a magic charm at levels that dip into the magic-only tier (this will have some weird influences, with the earliest unlocked magic-only affixes becoming extremely common and repetitive until you start unlocking the rest of the magic-only affixes). {might want to correct this by making the level requirements in lockstep at least for some of the affixes; the weirder new ones like life regen can be set to higher levels so that they don't flood the pool and feel rarer even if they really aren't}

{need to add in some new affixes; with how limited the rare affix pool is, it won't allow for very many options; ideas for new ones are as follows, with each line meaning a separate affix:
flat life regeneration
magic damage reduction
enhanced damage
attack rating%
defense%
damage reduction
energy
vitality
very low chance to cast some wimpy custom fire/cold/ltng/pois skills that scale with clvl (one good ctc could be a fire patch that does weak damage, but hits every frame)
dmg taken goes to mana
level 1-2 angelic might/blessed aim/defiance/holy fire/holy shock/thorns when equipped (might/blessed aim/defiance are interesting since by far the greatest increase is at level 1; so while a melee character would almost definitely want a +2 angelic might charm, they also probably wouldn't want another +2 might charm; encourages charm diversity)
}

{other very specialized affixes that will probably only show up on 3x2 charms, and probably only for magics; rares will probably be mostly similar to grand charms, just with weaker perfect stats:
+1 light radius; +magic res
-1 light radius; +magic damage
absorbs
absorbs%
attack speed
cast rate
skill-based faster run/walk
dmg/ar against demons
dmg/ar against undead
+character skills
+non-character archetype skill levels (probably going to want it to vary 1-2)
block chance
all attributes
enemy defense per hit
quaternity skill damage
added fire/pois/cold/ltng weapon dmg
reduced enemy quaternity res
smite damage
+1-2 to a tab
+1-2 to an element
doubled kick damage
temperable (makes it so the charm can be tempered, although much less so than normal equipment)
}


{

NOTE:
make it so you can get 3x2 or 2x3 charms; they roll from the same affix pool, but they are very different in terms of inventory; 3x2 gives more space for grand charms, whereas 2x3 gives more space for large charms

3x2 charm = majestic charm
2x3 charm = imposing charm

currently all charms are equivalent chances; should increase the odds of all jewelry by 10x then add in both majestic and imposing charms at a freq of 1 to make them significantly rarer than other charms (this would result in a 1% chance of getting a 6-tile charm per jewelry drop)

}

[PREFIXES]
[SUFFIXES]


[SMALL PREFIXES]
[SMALL SUFFIXES]
[LARGE PREFIXES]
[LARGE SUFFIXES]
[GRAND PREFIXES]
[GRAND SUFFIXES]

---




---

Stout			Rare	defense		 1- 8| 2-12| 3- 12
Burly			Rare	defense		15-20|13-30|13- 30
Stalwart		Magic	defense		20-30|30-60|33-100

Red			Rare	mindmg		1|1|1
Sanguinary		Magic	mindmg		.|2|2
Bloody			Magic	mindmg		.|.|3

Jagged			Rare	maxdmg		1|1|1
Forked			Magic	maxdmg		.|2|2
Serrated		Magic	maxdmg		.|.|3

Rugged			???	stamina		4-16|8-32|12-50

Bronze			Rare	ar		 2-12| 4-25| 6-42
Iron			Magic	ar		13-24|39-51|43-87
Steel			Magic	ar		25-36|52-77|88-132

Fine			Magic	ar		10-20|10-20|10-48
Sharp			Magic	ar		.....|21-48|49-76
				maxdmg		1-3|1-3|1- 6
				maxdmg		...|4-6|7-10

Lucky			Magic	mf%		...|1-6|1-12%

Lizard's		Rare	mana		 1- 7| 2-12| 3-20
Snake's			Rare	mana		 8-12|13-23|21-39
Serpent's		Magic	mana		13-17|24-34|40-59

Shimmering		Magic	quatres%	3-5|3-8|3-15%

Azure			Rare	coldres%	 3- 5| 4- 7| 7-15
Lapis			Rare	coldres%	 6- 7| 8-10|16-20
Cobalt			Magic	coldres%	 8- 9|11-12|21-25
Sapphire		Magic	coldres%	10-11|13-15|26-30

Crimson			Rare	fireres%	 3- 5| 4- 7| 7-15
Russet			Rare	fireres%	 6- 7| 8-10|16-20
Garnet			Magic	fireres%	 8- 9|11-12|21-25
Ruby			Magic	fireres%	10-11|13-15|26-30

Tangerine		Rare	ltngres%	 3- 5| 4- 7| 7-15
Ocher			Rare	ltngres%	 6- 7| 8-10|16-20
Coral			Magic	ltngres%	 8- 9|11-12|21-25
Amber			Magic	ltngres%	10-11|13-15|26-30		

Beryl			Rare	poisres%	 3- 5| 4- 7| 7-15
Viridian		Rare	poisres%	 6- 7| 8-10|16-20
Jade			Magic	poisres%	 8- 9|11-12|21-25
Emerald			Magic	poisres%	10-11|13-15|26-30

Septic			Magic	poisdmg		 15*3| 10*3|  5*3
Foul			Magic	poisdmg		 50*4| 30*4| 15*4
Toxic			Magic	poisdmg		100*5| 90*5| 50*5
Pestilent		Magic	poisdmg		175*6|175*6|100*6





Snowy			
Shivering		
Boreal			
Hibernal		

Ember
Smoldering
Smoking
Flaming

Static
Glowing
Arcing
Shocking

Fletcher's
Acrobat's
Harpoonist's
Burning
Sparking
Chilling
Hexing
Fungal
Graverobber's
Lion Branded
Captain's
Preserver's
Expert's
Fanatic
Sounding
Trainer's
Spiritual
Natural
Entrapping
Mentalist's
Shogukusha's



Craftsmanship		

{NONE OF THE FOLLOWING HAS BEEN ADDED}

[SMALL PREFIXES]

Stout, Burly and Stalwart now 

Red, Sanguinary and Bloody are all enabled, giving 1, 2, 3 minimum damage.
Now also give 1%, 2% and 3% enhanced minimum damage.

Jagged, Forked and Serrated are all enabled, giving 1, 2, 3 maximum damage and 1-2%, 2-3% and 3-4% enhanced maximum damage.

Rugged now gives 1-3% faster run/walk.

Bronze, Iron and Steel now

Lizard's, Snake's and Serpent's now also give 1-4%, 4-7% and 7-10% mana regeneration.

Azure, Crimson, Tangerine and Beryl now have a frequency of 1 (used to be 2).

Snowy, Ember, Static and Septic stop spawning at levels 91, 89, 90 and 88.
Snowy, Shivering, Boreal, Hibernal, Ember, Smoldering, Smoking, Flaming, Septic, Foul, Toxic and Pestilent all deal 2x more damage.
Static, Glowing, Arcing and Shocking deal 1.5x more max damage.

[SMALL SUFFIXES]

Craftsmanship now gives 3-5% enhanced maximum damage.

Balance gives 0-1% faster block rate.

Strength and Dexterity give 2% enhanced damage and 2% attack rating, respectively.

Blight, Frost, Flame and Shock no longer spawn at levels 44, 46, 45 and 45.

Blight, Venom, Pestilence, Anthrax, Frost, Icicle, Glacier, Winter, Flame, Fire, Burning, Incineration, Shock, Lightning, Thunder and Storms now give 3x damage.

---

[LARGE PREFIXES]

Stout, Burly and Stalwart now give 1-2%, 3-4% and 5-6% enhanced defense.

Red, Sanguinary and Bloody are all enabled, giving 1, 2 and 4 minimum damage and 1-2%, 2-3% and 3-5% enhanced minimum damage.

Jagged, Forked and Serrated are all enabled, giving 1-2, 3-5 and 6-7 maximum damage and 2%, 4% and 8% enhanced maximum damage.

Rugged now gives 3-6% faster run/walk.

Bronze, Iron and Steel now give 2x as much attack rating.

Lizard's, Snake's and Serpent's now give 7-10%, 17-20% and 27-30% mana regeneration.

Azure, Crimson, Tangerine and Beryl stop spawning at level 35.
Lapis, Russet, Ocher and Viridian stop spawning at level 65.

Septic, Snowy, Ember and Static stop spawning at levels 66, 69, 67 and 68.
Foul, Shivering, Smoldering and Glowing stop spawning at level 85.
All poison, cold, fire and lightning damage prefixes deal 3x damage.

[LARGE SUFFIXES]

Craftsmanship and Quality give 1-2 and 3-4 maximum damage. 
Craftsmanship and Quality give 4-6% and 8-12% enhanced maximum damage.

Dexterity and Strength give 4-6 to their respective attribute, and 5-8% enhanced attack rating and enhanced damage, respectively.

Balance gives 1-3% faster block rate.

Greed gives 10-30% extra gold from monsters.

Life no longer spawns at level 58.

Inertia now gives 5-7% faster run/walk.

Blight, Frost, Flame and Shock no longer spawn at levels 33, 35, 34 and 34.
Venom, Icicle, Fire and Lightning no longer spawn at level 85.
All fire, cold, lightning and poison suffixes deal 4x damage.

---

[GRAND PREFIXES]

Stout, Burly and Stalwart now give 0-1, 1-2 and 2-3 damage reduction.
Stalwart gives +1 physical skills.

Red, Sanguinary and Bloody now give 1-3, 4-6 and 7-8 minimum damage, and 5, 10 and 15% enhanced minimum damage.

Jagged, Forked and Serrated now give 1-4, 5-8 and 11-14 maximum damage, and 5, 10 and 15% enhanced maximum damage.

Rugged gives 3-5% faster run/walk and +1 to stamina drain skills.

Bronze, Iron and Steel give 3-5%, 7-10% and 13-15% attack rating.

Lizard's, Snake's and Serpent's give 1-3%, 4-6% and 7-9% maximum mana.
Serpent's gives +1 to mana drain skills.

Shimmering gives +1 to motley skills. {shimmering is already nice; should probably remove +motley skills from here}

Azure, Crimson, Tangerine and Beryl no longer spawn at level 30.

Fletcher's, Acrobat's, Harpoonist's, Burning, Sparking, Chilling, Hexing, Fungal, Graverobber's, Lion Branded, Captain's, Preserver's, Expert's, Fanatic, Sounding, Trainer's, Spiritual, Natural, Entrapping, Mentalist's and Shogukusha's no longer give +tab skills.
Each respective tabber now give 3-5% affinity to the respective class archetype.
Fletcher's now gives 1-3% attack speed and 1-2% deadly strike.
Acrobat's now gives 1% passive dodge against everything.
Harpoonist's now gives 1-3% pierce and 1-2% deadly strike.
Burning now gives 1-3% fire skill damage.
Sparking now gives 1-3% lightning skill damage.
Chilling now gives 1-3% cold skill damage.
Hexing now gives 3-5% curse effectiveness.
Fungal now gives 1-2% poison skill damage and 1-2% magic skill damage.
Graverobber's now gives 2-4% summon effectiveness.
Lion Branded now gives 1-2% deadly strike.
Captain's now gives 1-3% aura effectiveness and 3-5% damage.
Preserver's now gives 1-3% aura effectiveness and 3-5% defense.
Expert's now gives 8-15% enhanced damage and 5-10% attack rating.
Fanatic now gives 1-3% all resist and 7-15% enhanced defense.
Sounding now gives 1-3% enhancement effectiveness and 1-2% physical skill damage.
Trainer's now gives 2-4% summon effectiveness and 1-3% enhancement effectiveness.
Spiritual now gives 3-5% maximum life and 10-20% enhanced damage.
Natural now gives 1% spell damage and 1-3% physical skill damage.
Entrapping now gives 1-2% summon effectiveness and 1-2% attack speed.
Mentalist's now gives 2-4% enhancement effectiveness and 1-3% summon effectiveness.
Shogukusha's now gives 1-2% quaternity skill damage and +1-3 doubled kick damage.

Septic, Snowy, Ember and Static no longer spawn at levels 42, 45, 43 and 44.
All poison, cold, fire and lightning (quad elemental) damage prefixes now deal 2x damage.
Second tier quad-elemental prefixes now give 1-2% damage to their respective skill type.
Third tier quad-elemental prefixes now give 3-4% damage to their respective skill type.
Fourth tier quad-elemental prefixes now give 5-6% damage to their respective skill damage.

[GRAND SUFFIXES]

Craftsmanship, Quality and Maiming now give 5%, 10% and 15% maximum damage.

Dexterity and Strength now give 1-2% dexterity and strength, respectively.

Balance now gives 1-3% faster block rate and +1 to stun skills.

Greed now gives 5% chance to summon gold on kill.

Life, Sustenance and Vita now give 0-1%, 1-2% and 2-3% maximum life.
Vita now gives +1 to life drain skills. {vita is already nice, should put +life drain skills somewhere else probably}

Inertia now gives 7-10% faster run/walk and +1 to stamina drain skills.

Blight, Frost, Fire and Shock no longer spawn at levels 21, 23, 22 and 22.
All quad elemental damage suffixes now deal 2x damage.
All second tier quad elemental damage suffixes now give 0-1% reduced enemy resistance of the respective element.
All third tier quad elemental damage suffixes now give 1% reduced enemy resistance of the respective element.
All fourth tier quad elemental damage suffixes now give 1-2% reduced enemy resistance of the respective element.