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As for the AP/hybrid requests, I added in Gunblade to replace the manamune, as well as an early Revolver for lane sustaining. I feel like adding any more AP than that would sacrifice survivability.
As for leveling up W and taking ghost, W doesn't scale as well with levels as his other abilities. At level 1 it gives you 30% Atk Speed and 15% Movespeed (a great amount for 1 rank). All subsequent ranks only add 5% Atk Speed and 2% Movespeed (and leveling it for the shield strength is not worth it. With this build being very tanky, you are a great initiator for your team. This is where flash comes in handy. If you simply pop ghost and W and try to run at someone, they are obviously going to back up, cc you, or the enemy tank is going to intercept you. With flash you are able to immediately flash to their carry or important squishy if they are out of position and Ult them back to your team to turn the fight into a 4v5.
Should add some hybrid items or AP items though. He seems to be more reliant on AP than AD, and if you build him Tanky AD, then you're wasting his abilities.
I feel like the activate on Zhonya's is wasted on Skarner as you want to be constantly moving and attacking, activating it would only let whoever you are chasing get away. Hextech seems like a good choice though, was considering it instead of Manamune, but I usually have serious mana troubles.
As for your mastery suggestion, Mender's Faith (Heal CD reduced) on Skarner? Just no...
I feel like while my rune suggestions may not be the most ideal, straight flat AP across the board feels like your wasting rune slots getting .2 AP when you could get other useful stats for Skarner (as there are quite a few, Movespeed, AP, AD, CDR, Mp5, ArPen, etc)
Masteries :3/22/5
Offense: Archmage's suvvy: 3 points
Defense: Mender's Faith: 1 point
Hardiness : 3 points
Harden Skin : 3 points
Evasion : 3 points
Defensive Mastery : 2 points
Nimbleness : 1 point
Veteran's Scars : 4 points
Ardor : 3 points
Tenacity : 1 point
Utility: Good Hands : 3 points
Perseverence : 2 points
Runes only on ap (starting level not per level)