8.22 - good, bad, and rito... I forsee a major problem
akali- finally a nerf to akali's main op problem... her shroud. We'll have to see how this one plays out. Personally though, I'd say it would have been smarter to do 1 or 2 other adjustments instead of putting it on a longer cd. 1. re-stealth time for akali after attacking in shroud is too fast - not just for you and me... for lcs pro's too. Making the restealth timer a bit longer to allow opponents to retaliate with point-n-click spell (if they're fast) or an aa would be better. Secondly, rather than make the shroud cd longer... just make it last a shorter amount of time and don't nerf the cd. Why? The shroud's long duration offers her too strong a zoning tool in conjunction with the aforementioned problem of her re-stealth timer being too low. Tf had the duration he could hold his gold card after it was locked in nerfed awhile back because it was deemed as too strong a zoning tool to keep opponents off of cs or even their tower. Yet akali shroud does essentially exactly that and lasts far longer. So nerfing the duration rather than the cd would be a better call. Still all in all, at least you've done SOMETHING.
taragon's embrace - good change. Maybe MAYBE now people will start letting supports last-hit more later into the game.
time warp tonic - I like the change here. It's more straightforward than the old one for newer players to understand and as long as the lockout time is low (to prevent people popping 3 potions for an instant 225 hp or something like that, but not unable to burn a second one 1.5 min later if they really need to) then I think this is a good change.
demolish - a good change; most people aren't able to use this more than 3x in laning phase and then only get use out of it if they split. This should help make it a more competitive alternative to the other options in the same row of runes. Also, it will be further incentivized based on your turret plating changes.
shield bash - correct me if I'm wrong here... but you need TWO shields to proc this rune? That is just really really dumb. This makes it a bot lane exclusive AND forces the support to go an enchanter like lulu, janna or (if you don't mind getting far fewer uses of it) a mage like morg or ori. It also screws stuff like solo lane morde from using this from what I can understand of how it works. Should be simply... if you have a shield on you... then... blah. That would make it nice and simple to understand AND open up far more possibilities as to who/where it can be used. Don't make things overly complicated and exclusive. Especially as this is in the DEFENSIVE tree... for tanks and bruisers - not for adc's.
chrysalis - it really didn't need a nerf to make the others more competitive. Nerf it more and it will be complete joke of a rune. As is, the hp is negligible in most cases unless you are kled and get that bonus hp on skarl and the ad it gives is lackluster as-is. Compare that to... 18% attack speed that an adc gets on precision tree? The ad and/or hp was already pathetically low value in comparison.
Overgrowth - I didn't run the math on this one, but the change seems ok. Although I would clarify if you stop gaining +3 hp after 120 minions/monsters.
fleet footwork - I can only assume this is meant to be a nerf to the sustain of ap kai'sa. Otherwise... why screw over ap champs when most don't run this anyways?
Celerity - Problem. Alert. Major problem here. I can appreciate you wanting to make this more utility focused... but you've messed up your execution HORRIBLY. While boots don't apply, other items apparently do?... So you know how people have pointed out that adc's are faster than melee's after they get a few crit items? Did you realize THIS is why melee's and burst mages are forced to go for 1-shot builds? Because if they don't 1-shot they'll never catch the adc again unless they have as many low cd gapclosers available to them as yasuo in an endless wave of enemy minions. Ok. You realize now... I think. Well congratulations... by allowing other movespeed items to grant you that bonus movespeed synergy with celerity, you've made adc's even MORE uncatchable. Which even more emphasizes the need for melee's and burst mages to be able to 1-shot the adc... or else. You've made the problem WORSE... not better. Which do you think is more frustrating? Damn... that adc got 8 extra ad on her autos while hitting me due to celerity and it's nigh impossible to catch her if she gets any peeling even for just half a second. Or... well that adc now has 80 more movespeed than me, I can't 1-shot them still, and due to the movespeed difference I have LITERALLY 0% chance of catching them so I might as well stand here and just die... but hey, at least it will take an extra auto because they have 8 less ad per hit with the change to celerity. Notice - I said you messed up your execution. Not that the idea itself is doomed to fail. So here's how you fix it. Make the bonus movespeed amp of celerity only apply in 2 cases: 1. champ abilities 2. ACTIVE items (hence nothing from crit). But why include active items at all then? Because these items have cd's. They largely fall off in combat too, so they'd provide a sec or two of movespeed advantage in combat at best... not making someone uncatchable for the entire duration of a teamfight. Moreover, they are generally used to engage... although something like mf using it as an escape tool in a teamfight would be fine too. Because... it's not a permanent "you can't touch me" tool. It's a 1 time use escape/engage tool.