Consistency issues: Fizz's Q and other spells
In a game thats constantly evolving like League of Legends, its important for Riot to make sure new content is consistent with the rest of the game. Fizz's Q, Urchin Strike, has two consistency issues with similar spells which Riot needs to address.
Basic attack spells and spell effects: Many champions have abiilties that apply on-hit effects like a regular basic attack. The most noticeable examples of these are:
's Parrrley
's Steel Tempest
's Mystic Shot
's Bladesurge
and finally
's Urchin Strike
There are others, but they are all either multi-hit things (like Fiora and Warwick's ults) or AA enhancements (like Twin Bite). But the ones we're really interested in are the five listed, as they are the most similar: they function like a simple nuke but apply on-hits like a basic attack. Now one of these things is not like the other. Fizz's Q, unlike the others, also applies spell effects. I think that for consistency reasons, all the others should apply spell effects too, because they are, just like Fizz's Q, both a spell and an Autoattack. I do not see this being a major balance issue with any of them - at most, its a nice buff to AP Ezreal and that's it.
Dashes and flashing the damage: Fizz's Q, unlike most other damaging targeted dashes, can be dodged. Nearly every other spell that leaps and does damage, such as Jax's Leap Strike, will still do their damage even if the enemy flashes or dashes away. Fizz's Q on the other hand, will not deal damage if the enemy flashes away before he hits them. This is a good thing, and should be extended to similar damaging dash abilities.