How to balance Yasuo without hurting his damage, dashing mobility or windwall (again) in 3 changes;
1- Yasuo MS is 345 which is very high. Reduction to 325. Context: The point of Yasuo having effectively no cooldowns is for him to use his skills in a clever and cunning manner, outplaying his opponents by using the "terrain" (In this case manifested as minions/targets) creatively. When this is not an option, he should be appropriately vulnerable for his opponent to capitalize on Yasuo's inability to freely dash.
2- Yasuo's base armor and magic resist are 24.7 and 30 respectively. A reduction of 5 points each down to 19.7 and 25 would suitable. Context: Yasuo has a strong, built-in sustain mechanism that requires no input on his part, because of this, it is prudent to create this system in order to encourage Good Yasuo players from relying on their shield and Bad Yasuo players from charging in without a plan thus making skill more of a factor.
3- Buff Windwall by adding another passive effect, boosting passive shield generation while Windwall is active but remove all shield generation when it's on cooldown. Context: This buff would once again boost the importance of correct Windwall usage, making it a more meaningful choice in the same way that Taric is penalized for using his Shatter in the wrong moment as well. This would once again mean that Good Yasuo players would be buffed whereas Bad Yasuo players would be 'nerfed', making it more of a skill change lateral move than a nerf or buff.
With these three changes , Yasuo would be balanced. Do you agree?