My stance on the AP Kog'Maw nerfs.
Note Riot Meddler has stated "We wanted to buff ADC Kog. AP Kog's one of the strongest solo queue mids in the game at present though. That meant we felt we had to trim some power from the AP build at the same time, since the W buff would also increase AP Kog's strength."
Anyways heres my say on this.
Overall the tradeoff did not seem all to fair. Looking at AP kog'maws playstyle he never seemed to auto attack much as that would put him in danger thus the additional 1% damage on W has little to no impact on AP Kog'Maw. On the patch 6.24 log it was stated "A few light touches should get both flavors of the void puppy to a stable spot." This is anything but a change to make AP Kog'Maw stable.
The reduction of his base damage on E along with 20% AP ratio (making it 50% like his Q and potentially R) which is a massive nerf as he lost his core laning ability. To top the E nerfs off we also received Rylais changes which was a core item on many AP Kog'maw builds. If you felt AP Kog'maw was to oppressive while AD was lackluster you should change the ability that had the most issues being his R. Granting it a longer CD but a better AD Scaling would've been a major nerf to AP Kog'Maw (as he could no longer stand back and spam it) while being a pretty significant buff to AD Kog'Maw because as it stands he can only fire off 6 ultimate shots (including usage of Q E and W as they would likely be burnt in a teamfight also factoring in the usage of Sheen as this is currently on his recommended and Trinity force is among his most frequent build) and it unlikely for an AD Kog'Maw to fire off all 6 potential shots as it would interfere with his auto attack timer.
Lets look at this for what it is an just Riots dislike for AP Kog'Maw. While using a buff to AD Kog'Maw as justification for these changes Riot has shown they will not directly buff a champion if another impactful change to them can come. This can be seen with patch 6.24 Kalista changes or lack of due to the buff of fervor of battle
I really don't know what Riots plan with Kog'Maw as because as soon as he shows dominance in any lane other that bot he is changed. This can be shown with prior AP Kog'Maw nerfs and the unreworking of Kog'Maw (which I personally find lazy on Riots part since they didn't seem to attempt to balance Kog'Maw much prior to the unrework and failed to completely revert the changes as shown by W still having the 40 mana cost). I feel as if Kog'Maw can never truly find a balanced state with how Riot dreams being a late game hypercarry. My reason for saying so is if Kog'Maw is to strong early we face a champion who has little to no drawbacks and only seems to ramp up from an already decent laning phase or should Kog'Maw be extremely weak early-mid game theres the issue of actually playing Kog'Maw when there are champions such as Jinx or Tristana who can fill the hypercarry AD Marksman role much better due to a better early/mid game actually giving them a chance to be impactful.
One change I have seen Riot experiment with (and wish they would try again) was shifting his %Atk speed from his Q to his W on patch 6.3 (during the reworked phase of Kog'Maw). While this change does seem a bit odd this one change could majorly benefit AD Kog'Maws playstyle as he no longer has to max Q second for the bonus attack speed. While this doesn't seem like much being able to max E second would let Kog'Maw be a bit safer due to the increased slow giving him more time to react to an enemy champion running at him. While on paper this change seems minor it would in fact be a major buff (and a slight nerf to AP) to AD Kog'Maw as gives him a slight better laning phase.