Golems are one of the dwarfest creations possible. Construction based magic such as runes is exceptionally dwarfy, but has been overused and crammed and squeezed and squished into niches where it doesn't fit. In my opinion, there should be common runes with little to no power, good luck charms which may or may not work and have a psychological impact more then anything. Then there should be the runes with a relatively reliable effect, discovered through either magical experimentation, relics left by other races or civilizations, or blessings or curses from the gods, though of cause they may have unknown effects to boot. However, there are also the rare times when magic flows into a word, phrase, sight sound or smell, and becomes attached to it, sometimes for an hour, sometimes an heartbeat, sometimes a century. Then there is that which is so strongly magical that even speaking it's name will stir it's magic, let alone inscribing it's effigy.
Very particular instruments and ingredients should be required for some runes, and often magical objects themselves for those of the greatest power. There should be entire different styles to runes, with artistic schools of thought amongst just one glyph differentiating it ever so slightly or enormously from it's brethren, forms of magics dancing or warring together in it's markings, some common, some entirely foreign or utterly different, some unique, and the magics you practice and the loves you hold will shape each rune you make.
Sometimes, a creation will be of such beauty, an occurrence be of such power or fickleness and willful stupidity will be so strong that all manner of strange visitors, souls, watchers, jesters, manipulators and interferer's may take a hand in it, and such an object, event or decimation could become key to a rune, or the source of a rune themselves as they mark it in history.
Metallurgy should of course be an example of dwavern magic at it's best; science, magic and skill, with an creation that every enemy will fear and your friends honor till the end of days. Runes can be a part of it, special materials another, obsessive attention to detail a given, and chanting like any dwarf should be proud of, and many a druid envy's.
To be honest, if there's anything which i can say to toady about magic, is to give it the boundlessness and uniqueness we crave, and tying it to the world it's a part of, with the influences and interpretations of every culture, every being, who has tried to use it for good or ill. Research and include as many potential traditions as possible, from sites of power, beautiful, majestic and despairing, to life and after, the elements, the body, animals and alchemy, demons and mirrors, evil and wonder. Creations both deliberate, accidental, and caused by no ones hand at all. Let magic live up to it's name.