Thanks for your in depth comments. Items and runes/masteries are on my list of things to tackle and, consequently, how to integrate them relatively painlessly. I think I'll need a very different platform than Tableau to do it; or really tool about with the underlying architecture to make it work. Thanks for you "attaboy" though... it gives me hope to keep pushing forward to make it happen!
You're note about items and runes/masteries is something that I've actually been putting a fair amount of brain cycles towards. What's interesting about items, runes, and masteries (IRM from now on), is that any champion can theoretically take any of them. While it may not make sense for a Janna to take a Infinity Edge, she could theoretically take one. As such, if a Caitlyn takes an I-Edge then a Janna could take one too, meaning that in net, there is no change to their DPS (assuming they got it at the same level - a fairly stretched logic, but I hope you see where I am going with this.). The same could be said about runes, meaning that the effect of the runes would have a net 0 impact to the underlying base stat structure. So what am I hinting at? Is that the base stats are still fundamentally the great indicator of champion power spikes and general curve, since any champion could mirror anothers build. Now we know this is crazy, but I think it's a fundamental thing to hedge the analyses on.
Your note about building templates of runes and masteries is a good one and may end up having champions be better specified to their roles. I think it's not hard to say this champion typically is in role X so we use template X. I think what we would see would be a great shift in the early levels, say 1 through 6, but the effects of the runes would probably degrade somewhat over time. But it's worth attempting. I'll definitely make this a future avenue of integration. And your suggestion of sort of "crowdsourcing" the templates ala Mobafire is a good one as well.
Your jungle pathing project sounds really interesting. My understanding of what the Riot API provides is not robust enough to measure directly. You could though maybe do it indirectly by utilizing the kill map that they have recently been producing in the match summary webpage. Presumably, I would think, more kills occur near the more successful gank spots on average (if I'm addressing your research interests correctly). But that may not be easy to extract. If you would ever like to talk about it and try to figure out a reasonable way to measure it, I'd be happy to discuss with you.
Thanks again for your encouragement, it really helps!