Okay, barbs, what are you shouting? Am I right in thinking Falter and Veteran's Warning are the best shouts?
What about your Battle Cry? She's using In to the Fray right now, but all of the runes seemed kinda meh.
I will point out that obviously this is a wall of text, but, I wanted to break down each of the shouts and talk about their mechanics for each rune. There are a lot of options and your choice will come down to your build and specific variations of said build. Anyway...
Battle Rage: Bloodshed is the BEST rune, bar none. Nothing else even comes close. All critical hits deal 20% of that damage to every nearby enemy. That means if you use say Hammer of the Ancients on a pack of 5 enemies and all 5 of those are critical hits, each of those hits will do 20% of the damage to each of the other targets (worth noting there is a few hidden mechanics that make that not 100% accurate, but, I just want to give you an idea of how it functions). Now that said... when it says critical hits it specifically means yellow hits. That in effect makes it a useless rune for for Leapquake. I bring that up as Leapquake is the only real T6 option for barbarians on console until 2.1.
Beyond that the best 2 runes are Into the Fray and Marauder's Rage. Fray is really strong if you are using WW which lets you pass through mobs, meaning you can easily get into the center of a group and get the most crit increase possible. That said, it's a fairly useless rune if the targets die relatively fast. This again is a concern for Leapquake as a lot of enemies will die before you can even get off the last leap and Earthquake DOES NOT update damage in real time. It takes a snapshot of your stats the moment it lands. So if you are using Into the Fray and you use earthquake while only near 1 mob, running to a group of 10 others will not change the crit chance of your already used Earthquakes. So that said, Marauder's Rage is pretty much the best in any situation where targets die very fast. As for the other runes, increase duration is 100% garbage never use it ever, and, Swords is decent if you need extra healing, but, I wouldn't really recommend it.
War Cry: Veteran's Warning isn't well liked because it is reliant on RNG. Basically think of it like this, every attack you don't dodge means that your rune is doing nothing for you. Runes like Impunity (AR increase) or Hardened Wrath (more armor) on the other hand are useful every single time you take damage. Dodge is not a very good stat in D3 and Blizzard has been purging in out of the game all expansion. The biggest example is in 2.1 where Dex no longer gives dodge and basically every passive and active skill Demon Hunters and Monks have that involves dodge got changed to something else. I'm surprised Veteran's Warning didn't get cut as well.
So anyway, that aside, Impunity and Invigorate are typically the best options for War Cry. Impunity is straight forward, it gives extra resist, you take less damage from everything (because remember in D3 even melee attacks are effected by resist as there is a physical resist stat). Invigorate on the other hand is the option you take when you are comfortable with your resists. The Life Per Second is quite a bit compared to other similar skills and you get 10% more HP on top of that. Also as a side bonus that is worth mentioning here, all pets in your party get the benefit of your War Cry, including the rune. That means Invigorate gives pets Life Per Second as well. This is worth mentioning because the only way to heal pets outside of this (and similar skills) is from Health Globes and Healing Wells.
Charge! is good if you need extra fury generation but I look at it as more of a low level rune. As for Hardened Wrath, it's not terrible, but, barbarians already have a load of armor anyways so the realistic gain from it isn't that big.
Lastly, Threatening Shout: All of these runes except Terrify have their uses. Intimidate is straight forward, slows enemies down. Falter is also straight forward, it gives you more mitigation. Grim Harvest is unique as it turns Threatening Shout into a fantastic healing skill. Inside a medium pack of enemies it is very reasonable to get 5+ Health Globes per shout. It's one of the more popular runes for the skill.
And lastly there is Demoralize. This is secretly one of the best crowd control options barbarians have available (and personally my favorite by a long shot). The very best is using the Raekor set (since you can get an infinite stun in AOE packs) but outside of that your only real options for mass crowd control is the Leap rune that gives stun, Ground Stomp, and TS Demoralize. This turns the skill into a taunt, which, in D3 taunt is very interesting. It does 2 things, it forces an enemy to walk towards you for the entire duration, and, it disables all of their attacks except for their default white attack (for example a Succubus that is taunted can only use her melee slash attack, her fireball is disabled, or those fanatic enemies that self-destruct are forced to stand near you doing nothing for the entire duration as their self destruct is disabled). In addition to that it also fucks with enemy AI by making it so walking towards you is their top priority above all else. That means if you taunt an enemy mid-animation you can actually cancel their attacks (for example a Mallet Lord with his arms up in the air about to strike down will cancel his animation and start walking to you until he is right on top of you). This applies to everything except bosses, meaning you can use it to group up any elite pack (even those that are immune to pulls/knockbacks).
Anyhow, dunno how much you actually wanted to know about each of those runes, but, there all of it is out in the open if you want to read it.