A few things I would like to see in season 2020.
1: Lowered CD on Warding Totem combined with a higher CD on Oracle Lens.
Example: Warding Totem 240-120 >>> 210-120. Oracle Lens 90-60 >>> 120-60.
Expected Result: More control of the early game on both sides. Slower early games with less snowball from gangbangs. Late game same results as current late game.
2: Rework/Nerf to four major Ability Power based items.

Example:
is removed and new items become more role defined items to make different playstyles available. Such as supporting artillery, battlemages, assassins, and burst mages.
Example:
healing now scales from 15% flat >>> 5% + 1.5% per 100 AP, damage reduced 175-253 >>> 145-223.
Example:
no longer gives stasis >>> now builds out of
+ increase to AP to compensate for higher cost.
Example:
split into two different items. One: 40% grievous wounds for 8 seconds + high AP for 2900 gold. Two: 25 magic pen + mild AP for 2900 gold.
Expected Results:
promotes different styles of play within the mage/mage like champions, no more
and
building the same giving the same results, while having completely different playstyles.
Expected Results:
addresses certain champions laning patterns making them more vulnerable and easier to deal with in the early game while still giving them power in the late game. Although after next patch it will literally only be one champion that we see build this because the other one is ded.
Expected Results:
limit the number of abuse cases while also putting our foot in the door to eventually remove stasis from items as a whole. Changes to many champion playstyles and ways to play around said champions.
Expected Results:
no more effectively ruining enchanters while still doing massive damage because of pen. Promotes two unique playstyles when going after one of the two items. Either anti healing or burst. Both items would result in 130 AP + both passives.
3: Minion Movespeed. Example: Reduction on the buff of minion movespeed and baron buffed minion movespeed. Expected Result: More emphasis on macro oriented play in a solo queue setting.
4: Lower Death timers. Example: Dying once at level 12/13 while having a lead because of enemy jungler results in losing of first turret from near full hp even when you have TP up. Expected Result: Able to control early game snowball a bit better (or if you are bad, and just go back then int. Create even harder snowball)
Compounded Expected Results: More control of the early game creates a less toxic envi.. who am I kidding majority of you fucks are toxic until you get to high diamond. Creates more balanced AP champions and defined playstyles for people to play around instead of Q RQ W E Ignite death from LB, or Q Auto EE Auto R death from Lux. No more "lucky" hit or "broken champion" or "broken item" excuses. Adds clear and defined playstyles to each AP champion. Creates more opportunity for split pushing to be an answer or slow pushing/freezing to be a solution. Finally creates a less punishing experience for heavily camped players.