Destruction Warlocks have a PowerMax of 1000 and apparently trying to create that many graphical frames blows something up really quick. In 7.0, everyone's runes are discrete objects, so I was trying to ensure that the graphical representations of a given power were ready at all times, but didn't consider the pre-7.0 case where this calculation would lead to an absurd number of "runes".
This change also fixes an errant CreateFrame() in UpdateRunePower() that was supposed to be self:CreateFrame(). CreateFrame() was just creating a nameless, parentless frame for no reason at all. Good job, me. This isn't C++.