The charges were changed because they're not even supposed to be used in PvM. They're still completely viable for PvP if you have the cash but a lot of players aren't ready to risk that. They'd be in an ideal spot if the drops were made more common so they would be a little bit cheaper and they remained PvP only to not make Bandos, Armadyl and Battle robes completely useless in PvM.
I bieleve making drops more common is not the case right here. Ancient items are already easy to get (1:42 Drop rate). The problem Is players are scared to kill Spectrals in deep wildy that's what makes these items so rare in the market. 95% of the time I'm the only one killing these.
>items are easy to get
>people aren't ready to risk 2m guthan set to receive supposedly easy to acquire and expensive item drops
Your argument contradicts itself. You're literally the only person in the game who thinks the drops are easy to acquire. 1/42 ratio is only relevant if you give a shit about the Corrupted items, which nobody does. 1/125 (4x 0.2%) is the number we should be looking at when talking about the mage spectral and 3/500 (3x 0.2%) when talking about the rest of them, because they have 4 and 3 desirable drops respectively. That suddenly becomes quite fucking rare, doesn't it? That's average of 10 slayer task just to receive 3-4 items. Not only that, they're nowhere near as easy to kill as in the past before the changes and there's still the risk of being killed by a PKer. I'd rather go try my luck at Nex or Har'Lakk at that point, with absolutely no risk involved, and with a better income of money from the regular drops alone. Spectrals are an absolute no-no to pures as it is as well, because of the lack of a safespot. Alt pure accounts were one of the more common ways of killing them in the past.
Making the drops more common would not only make the items cheaper and thus actually make them worth using in the Wilderness, but it would also make more people kill spectrals and thus increase the supply of energy fodder corrupted items along with the actual Ancient items in the game. I do think that the base number of charges on the items should be doubled to increase the time a player can use the items between recharges, but the energy should continue to give 0.5 charges each to keep the demand higher.