I agree a lot with this.
One way I play him is as a wave clear, siege asset. Enemy team coming with a double minion wave to take that turret? Ziggs clears both waves easy. Get the minion momentum on your side, W is an eminent threat to tower destruction and a threat that the divers will be in very soon.
In a bogged down teamfight he can get some real ugly damage off if they get locked down, or cant focus on dodging his Q while fighting. For this reason Ziggs works best with a multi tank team that can survive long enough for him to make a skill rotation and pound in 3 or more Qs after the first. Bonus points if you have Deathfire touch and
and open your rotation with your ult. Sure it takes away that sweet execution maneuver, or a one stroke penta-kill, but 5 assist gold will beat out 1-2 kill gold and with
you may have set up a wipe, or helped someone kite and not die.
He is also safe in that he can wave clear very far away, and his W can disengage a lot of opponents. He reminds me of Cait a bit, super range, strong disengage. He pays for this in lower kill pressure though.
Ziggs can be interesting to build too. He can be I think a bit more flexible than some mages. A flat huge AP coupled with 40% cdr means you will tear through single waves of minions faster than an ADC with
. The rate slows down with larger wave sizes but is still very fast. Huge AP also means you can knock down a tower almost as fast as an ADC, but often faster since late game you only have to knock it down half way cause of your W. This makes Ziggs a bit like Trist when it comes to objective siege.
With a full penetration build you wont put out as much damage as some mages, but you will be doing it to a lot of people and because Q is so spammable and long range, you can keep an ADC moving slowing down their damage often.
The trick is like always, building for what your fighting, and having an item set that helps Ziggs do what you want him to do to help your team win. It will probably involve explosives, and will be super fun.