Mark/Dash in ARAMs is Going to Destroy Balance
Adding Mark/Dash is an awful idea and it's going to destroy any notion of balance that ARAM has. The vast majority of those champions that you're targeting by adding M/D don't have a problem because they can't get into a fight. They have a problem early game because they can't poke, and if they do engage they're guaranteed to take damage that they'll have a hard time healing back. Adding M/D won't change that, but it'll make engages for everyone stupidly strong.
Imagine Galio, a champion that's already extremely strong in HA especially against all of those AP poke comps people think are OP. He's going to have a jokingly easy and low cooldown way to get ults off. Same thing with Alistar, Kat, Amumu, Fid, Maokai, etc. There are so many champions that are already extremely strong that are going to get pushed way over the top by M/D. In return you're giving champion you think are weak a tool they didn't need.
Meanwhile, you're adding Warmog's which is going to make giants belt double rejuv starts extremely good. That helps the weak early game that melees have while making tank late games even stronger than they are. Adding Warmog's is the correct way to make melee stronger all around, especially early. That being said, adding M/D with Warmog's is way over the top. It's like your balancers made two separate changes and didn't coordinate with each other.
Finally, M/D wasn't the thing that made champions like Akali ridiculously strong in Poro King. It was mostly To The King because divers could dive way further than they should be able to get away with and just return back to the king. It basically gave everyone the second activation of Zed's ult.
For all of you that think melee are hopelessly weak in ARAM, here's some help for you. You are weak early game, but almost unanimously strong late game if you don't feed. Start regen (lifesteal/spell vamp if you can make use of it). Stall the game out until you get stronger by wave clearing. Sometimes that means waiting until 6; sometimes it means waiting until 2+ items; sometimes it means waiting until level 16. You are going to lose your first tower eventually, but the longer it takes for the other team to get the tower without getting any kills the stronger you're going to be later. Don't waste your skills on losing poke trades, especially if it means you're poking instead of wave clearing. If your team needs help engaging have someone rush Righteous Glory. In most cases someone should rush Locket. You have plenty of options for engaging already. M/D isn't going to help. It's going to make things worse for you by making already strong picks stronger.
The only extremely frustrating and forever one sided scenario is a strong poke comp with a lot of zone CC that can kite back any engage easily. These are incredibly rare and should not be balanced around. The only thing you should be doing to stop this is to make it even less likely by unlocking all champions in ARAM.
No offense Riot, but I don't think your ARAM balancers are ARAM players. Most of the changes you make on ARAM seem like something an SR player who plays ARAM on occasion and puts no effort into actually learning the game would do. Do not balance around those players. Balance around non-ARAM-smurf players that play ARAM nearly exclusively and know how to play difficult comps.
If you actually want to help melee early games here are a few things that would actually help:
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Add shields to the outer turrets for the first few minutes of the game. This stops heavy ranged comps from pushing down your tower immediately while not punishing pushing later on.
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Increase the health gain of the back health relics. If you're winning you have to walk back to get the health relic and lose out on pressure. If you're stuck under your turret you don't miss much.
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Increase the effectiveness of lifesteal on melee champions for the first few minutes of the game.
All that being said, I do have (mostly positive) feedback for the other changes that I'll put in a reply.