My personal Gangplank rework
Double-Passive: Plunderer: Enemy units within 1.500 range of Gangplank randomly release bags of gold equal to 50% (30 g for champions) of their gold worth upon dying. Death by Parrrley always grants a bag. This passive has a static cooldown that changes with Parrrley's rank [23/18/13/8/3]. Champions always release bags (if GP participated in the kill). Bags disappear after 8 seconds.
Bloody Opportunist: Gangplank gains three times W's passive movement speed when moving towards enemies with lower % health than him in sight, with <40% max health and in 1.500 range.
Q: Parrrley - Range: 625 - Cost: 60/65/70/75/80 MANA - CD: 5
Gangplank shoots a target enemy with his pistol, dealing 20/35/50/65/80 (+100/105/110/115/120% AD) physical damage. This ability can critically strike and applies on-hit effects. If the unit is killed with this ability, Gangplank procs his Plunderer passive and refunds half the mana cost.
W: Remove Scurvy - Cost: 65 MANA - CD: 20 Passive: Gangplank's healthy diet habits grant him 10/14/18/22/25 flat movement speed. Active: Gangplank eats a large amount of citrus fruit, instantly removing all crowd control effects and healing for 60/105/150/195/240 (+80% AP) health. He then heals for 4/5/6/7/8% (+4% per 100 AP) of his max health over 4 seconds. If Remove Scurvy removes CC effects, Gangplank gains a burst of 25% movement speed for 1 second.
E: Playin' it Dirty - Range: 325 - Cost: 80 MANA - CD: 15/14/13/12/11 Gangplank dashes to target enemy champion to kick his lower parts, knocking it back a short distance (0.5 sec airborne I guess), dealing 60/90/120/150/180 (+60% bonus AD) physical damage and slowing the target's movement speed by 30/35/40/45/50%. This slow decays over 2.5 seconds.
R: Cannon Barrage - Range: Global - Cost: 100 MANA - CD: 120/110/100 Gangplank signals his ship to fire a cannonball barrage upon a target 600-radius area for 7 seconds, dealing 75/100/125 (+50% bonus AD) physical damage every second; granting vision of the area; and slowing enemies inside it by 25/30/35%. Damage is halved if the skill is cast beyond 5.500 range.
Plus, I would tweak his base stats so that he has slightly more mana early on (to match his higher mana costs on Q and E), less base health overall and keep his weak base stats on armor and health regen.
This is it. Overall he gains hard CC, a very short-ranged dash, significant movement speed boosts (W and Passive), a tankier card up his sleeve (max health regen on W), more duel potential, a Q that toxicly rewards Critplank builds while being little more than an IBG ranged proc on bulkier setups.
He loses all magic damage (is it a pro or a con?), the permaslow and its lv. 1 cheese potential. The sustain provided by W is much weaker unless you stack health. The Plunderer passive allows enemies to deny you the extra gold you previously had (although, when Q is maxed, the extra-gold might flow too fast allowing for too heavy comeback potential). He loses the AD steroid. Mana costs on Q and E are higher. R slows more but is "less" global than before (lower damage after a certain range) and deals next to no damage if you don't build AD.
Would you like GP's actual rework to have any of these features? What would you want to see, instead?