A vastly larger group of characters use the resistance shrines than any of the stat shrines save CON. For value to the guild as a whole, it would make more sense to ditch the STR, CHA, and WIS shrines for Cold, Electric, and Sonic resist 20 Shrines.
Not every character can cast Resist Energy, and using the rare level 11 wands take 40 UMD; a difficult benchmark for all but a few. Furthermore, not everyone plays at the same times. We cannot be assured of anyone being able to cover needed buffs. Even on those who can cast them, it represents saving spell points for other things. While you may cover an inability to manage your spell casting with store pots, I would prefer to learn to play a caster instead, and manage my spell pool.
The suggestion was made because the CHA shrine benefits far fewer characters than an INT shrine would. As the guild as a whole is more reliant on Wizard Crowd Control than any other casting class, and we have more INT-based casters across multiple players than any other stat, INT benefits the guild far more than CHA. And I'm one of the ones with a CHA-based caster, pretty much the only active one since Jm isn't playing her Bard much.
This means that of all the players in the guild, we have you and me as the primary ones requiring heavy CHA. We only have 8 particularly active members, so that means only 25% of the guild make use of the CHA shrine for more than just spell points. Being nice and including the inactive Bard of Jm, that's 3/8.
INT affects Corwind, Reywind, Jm, Dte, and myself. To top that off, INT affects the primary Rogue skills, disable device and search, affecting JM, CM, Dte, Corwin, Myself, and Reywind. 75% of the group, or 6/8. Twice as many that are reliant on CHA. Since you are reliant on successful disarming of traps and finding of trap boxes, as well as arcane crowd control, you're just as affected. Unless you want to start finding traps with your neck and caking your way through them.
The WIS Shrine affects JM, You, CM, and Dte. Half the group. 4/8. As this affects spell DCs, including Crowd Control, it also affects the rest of the guild directly.
The STR and CON shrines affect all of us, as all of us have a melee build of some form or another, and everyone needs CON. 8/8.
The rest of us except you have characters which cannot cast Resist Energy. So the Resist Energy shrines affect 7/8.
You are arguing that the CHA shrine is so important, because it affects you. The majority of the guild is not you, and the majority of the guild is better benefited by either additional resist shrines, or an INT shrine. Or for that matter, the WIS shrine. As you do not have any CHA-based casters, what benefits you doesn't even benefit the rest of the group, save the two other characters who are CHA-based casters.