I don't use charms. Early in D2:ED I didn't want to waste charms on equipment I might be replacing soon, and when I had better equipment I didn't really need the boost. In DKS I just never bother with them, especially since after level 15 I stopped distributing stat points (at first because I wasn't sure where to put them so wanted to keep them in reserve, and then later just to keep the game from becoming too easy). If I started running into trouble and decided to use some of the charms I've been collecting, I would focus on primary stats first (for a ranger dexterity, vitality and maybe strength), and only if they were maxed, or I had a particular vulnerability, would I consider secondary stats (armour rating, conditioned body, etc).
For enchantments, I always go with Life Line first on armour, and then usually Increased Mana (though late in the game I have way more mana than I need). Since equipment started showing up with 2 enchantment slots, I have also had one or two Magic Protection enchantments, since I tended to be weaker against magic than ranged (melee armour rating isn't too much of an issue with Splitting Arrows at level 4 or 5 and the ability to run/jump away, turn and attack if anyone gets too close).
For jewellery, I go with Static Charge first, then Magic Damage Aura. After getting the battle tower I finally found an item with a level 10 healing aura (offered as a quest reward) so I could get the formula, and after exploring the fjords a bit added a healing aura to a belt. If you don't want to use a malachite gem, for a third enchantment there are not any great choices for a ranged character (proximity auras don't get triggered very much and you don't usually take a lot of melee damage).