Kayle Balance Ideas
Do not buff her, but make changes where she can more consistently get to late game and then take some power from there. Outside of a support specific buff, support Kayle can get a little bit more love.
The changes would be something like this:
**Divine Blessing: ** Cooldown lowered to 10 from 15 seconds The quality of life buff is great, but if you are going to directly nerf its power by a lot then the cooldown needed to be lowered as well. If turns out the cooldown buff over fulfills its purpose, then take a hit to its movement speed bonus instead (less mobility is healthier for the game, aka more enjoyable experience for others). In addition, offer a support Kayle buff with 50% increased healing for allied champions (self-healing remains as is). Allowing for a better support experience, but not giving crazy self sustain, the lower cooldown helps her get through the early game (still gated by hefty mana cost remember).
Starfire Spellblade: Add in a new mechanic that resets its cooldown if the attack directly executed its target, helps with early game last hitting and farming. Lower base damage on the active, add in an ability power ratio, no reason it should not have an ability power ratio.
Other: Remove the attack damage ratios. Your attacks already scale with attack damage, they do not need double scaling, you are just making a champion ridiculously hard to impossible to balance this way. Ability power ratios are very easy to tune, mainly in this case, lower ability damage ratios since you have the constant AP from your attacks - reduces burst damage to make room for all of her sustain damage.
In terms of what to nerf on the champion, too hard to gauge at the moment. Something to look out for is gimping self-cast ultimates to prevent the 1v9 scenarios, last thing we want is the return of old Kayle's brokenness, something that could be done is Kayle is locked out of attacking for 0.5 second longer than the invincibility duration to create a better sense of decision making between ulting yourself or an ally.
Definitely removing the attack damage ratios will really help tuning her for the future and make it a lot easier for the balance team. Maybe her damaging waves could be 80-20 for the attack damage portion instead of 100-10, converting damage to magic/true instead of straight up buffing it. The point to true damage anyways is making more efficient damage, not adding more damage, actually it is supposed to be less damage overall and makes up for it with the damage efficiency. So if anything I would rebalance the damaging waves and even make them always deal true damage when you acquire them with just less damage overall to better reflect the purpose of true damage - damage efficiency over raw damage numbers.
To smooth out her gameplay, swap range and exalted around. So you get range at 6 and the AoE waves at 11, make her more useful a lot earlier on in the game.