Hmmm, some big shifts here, which probably need adjusting.
In order on the sheet:
Boots of the Sweetwoods- Some kind of UR boots would be good, indeed, so I like the spirit of moving Sweetwoods to the boot slot, but as other folks have mentioned, it's now too powerful for the slot. +2Dex/+1 Con would probably be ok. Having a UR Dex Neck option was nice for some folks, but there's a 4* transmute for +4 Dex in the slot already, so I don't know how critical having a "dex neck" is.
Charm of Fasting - I am generally not fond of free actions, as that easily leads to power creep. Perhaps reduce to level 0 spells and open it up to Bard.
Charm of Power - This adds a ton of healing to the game.
Cranston's - Agree that +3 damage is rather powerful, when combined with the second eye slot. Perhaps +1 all damage. Compare to crown of might.
Jinn's Magebook Charm - I do think this is kind of weak if it adds no extra spell slots, but I'm not a wizard expert.
Nightshade's - Great. This needed to happen.
Ring of Sacrifice - Sacrifice is kind of a "monk" theme-thing, what with self-flagellation and all, so I'm surprised they're not able to use this. Recent nerf was too much, and reducing player HP to a certain amount won't scale well as players get more gear. Not altogether fond of this one.
Ring of the Siren - Addition of polymorph potions was good, now there is a potential category of users for this item: polymorph druids. However, it still seems kind of niche.
Stu-Pendous Pendant - This made more sense for the Fighter relic transmute because it both added strength and provided a direct upgrade path. I'm not sure why this stopped being the transmute item.
One idea would be to ditch the ring of sacrifice, replace that with new UR boots, and put the medallion of sweetwoods back where it was.