The glyph now works, but the original intent (summon monsters for you to fight) is still worthless. It also has the problem that WEYTWUT can do most of the same functions, but with more precision. If WONAFYT weren't guaranteed to be near the entrance, it would be nearly useless, but it is, so it isn't.
WEYTWUT: My favorite glyph. Costly but versatile, it can be useful at any stage in the game. It "seasons" your popcorn and unblocks hallways in the beginning, and it can be used as a clutch 1st strike near the end. Please ignore Lujo's grousings about this glyph, it's lovely just as it is

BURNDRAYZ: The new burning mechanic really turned this around and made magic damage something to care about again. The original burning mechanic was ahahahahbrokenahaha but I think that the current incarnation is just about perfect.
IMAWAL: This used to be a favorite of mine, but now it gets converted more often than not. Catapults give less xp now, and popcorn typically gives more, so this glyph got screwed on both ends of the deal. While intelligent use of the glyph will always give you a net gain of xp, this can be a bit deceptive. Popcorn xp is more valuable than its flat sum, because it can be harvested at will for a level up at no cost in resources. Gaining 5 xp now in exchange for 2 'soft' xp later could potentially cost you the game.
ENDISWAL: The primary effect is terrific now that the dungeons are so clogged up. The 20% resistance ends up being just enough to gain the odd upset victory. I'd say this one is just right.
PISORF: Terrific if you specifically prepare for it, marginal if you just happen to find it. The problem is that you can't prepare PISORF, which means you can't really build around it. As a utility gyph, WEYTWUT and ENDISWAL are much better and have more useful secondary effects.
GETINDERE: I was all for this glyph to be removed entirely, due to its redunance with WEYTWUT. The new dodge mechanic really turned this one around. Even Rogues use it now. Especially Rogues, because of the dodge prediction.
BYSEPS: A decent glyph for regen fighters. The resist-down effect was critical to keeping this thing relevant, but I sometimes wonder if it shouldn't have been 4% instead of 3%.
HALPMEH: Used to be the king after the CYDSTEP nerfs, but now leaves me a bit underwhelmed. Increasing the cost from 3-for-3 to 4-for-3 hurts just enough to knock it down a peg. I think that I would have prefered it to be made 4-for-4, which retains the old efficiency, but subtly increases the real cost by parceling the effect into larger, less manageable chunks.
CYDSTEP: How the mighty have fallen. I agree with the other vets that the problem with CYDSTEP was its interaction with high damage multipliers (aka Rogues) rather than an innate issue with the glyph itself.
APHEELSIK: Hasn't been changed in a while and still works just fine.
BLUDTOPOWA: Still haven't gotten used to the new mechanic, so I don't have strong opinions on this yet.