Why is no one mentioning CDR as part of the problem of the damage/mobility creep?
I feel like the problem with the damage and mobility issues and the short game times are a direct result of not only runes reforged or overloaded champion kits reworked or new but the over-saturation of the CDR on items.
ADC's, Burst Mages and Assassins used to be gated by their cool downs so that if they made a mistake they could be properly punished or you would be able to actually disengage and survive. Some champions kits were built around them having to build CDR b/c it was the only way for them to become strong and contend with the stronger early game champions or champions that were resource-less higher damage abilities or items they naturally built. But now, with champions who originally were not meant to build CDR, have free access and synergy with CDR on items they have always done well with or new items that gloss over their weaknesses. Thus it increases the amount of damage they can do repeatedly through abilities but also allows them to perma-chase or kite unless the champion has the same chase/disengage potential as them.
I agree that many of the current problems are a result of the overloaded damage rune system but CDR is a big reason why much of it is so punishing, as champions have more up time on their damage abilities, invalidating certain classes of champions.