The best way I could see them changing things would be to make 3 trees for each basic idea of league. Utility, damage, and defense. Damage already has Domination, Precision, and Sorcery. Utility has a bit of a hybrid of Resolve and the full of Insperation. And then Defense has... half of Resolve?
The 3 "defense" trees should follow the basic archtypes of Juggernauts (Long sustained brawlers, Grasp fits this idea well, healing recieved boosters, ect), Divers (Be they tanky initiators or damage dealing Fighers, aka lighter durability and mobility, looking at you Aftershock, and perhaps that Insperation rune that makes you run faster to enemies you CC tied more into a pure diver focused route, without the CCed ally speed boost type of deal, giving that to Warden tree instead) and Wardens (Defensive team protection, moreso than self), and the 3 utility trees should be around utility/gold effects (Most of the current one), enhancing allies (Heal/shield power, speed boost to allies, ect), and debilitating enemies.
This allows you to all in on a basic gameplay style (Damage, defense, or utility) and STILL have choices in said style, or go a hybridized route (Say doubling down on mobility via Domination and the Diver tree, or a Warden/Debilitating combo for someone who is just stupidly obnoxious on their peeling abilites).