That's really how it should be, so there's nothing to worry about.
The notion of a charm "table" is just an artifact of the pseudo random number generator the game uses. Given a certain seed value, the RNG outputs a specific set of numbers which determines what charms a player can get.
MH3U's flaw was attaching that seed value to the hunter forever which meant one was guaranteed to only get the charms on a certain table. But if the seed value is different every time one plays, there's always the possibility of getting every kind of charm the game generates.