My two cents on the Lethality issue...
A few things I've been wanting to get off my mind that I'm sure many players have already complained about, but I want to add a little of my own reasoning. I'm focusing on lethality in the bottom lane here. When I play ADC, I've always been a big fan of Jinx, Tristana, Caitlyn, and the occasional Vayne. I usually go crit/as builds. Lethality champions hurt champion diversity in the bottom lane immensely right now. I've been banning Jhin just to open up more options. Once Jhin is banned, people don't feel quite as pressured to pick champs like Miss Fortune and Varus. These champs hit huge spikes early on upon completing lethality items. For example, yesterday I was winning lane against a Miss Fortune and yet a single double up still took more than 60% of my HP. Her ult could 100-0 me before I had time to move from the center of it to the edge. This was with ONE lethality item at level 6.
Anyway, these lethality champions not only have ungodly burst but they tend to have more ranged poke than your average champion, which makes the pressure even more intense. It basically stagnates the lane by making it so that you can't safely trade, so you just try to farm until you get poked out or until your jungler shows up. To make matters worse, the same point in the game that those lethality champions hit that insane power spike is also the same point in the game where other ADCs who prefer crit builds are at their weakest (draven being big exception), because as we all know crit/as based ADC's are relatively weak until they hit 3 items.
On the other hand, the crit/as champions can start to shine around the 25-30 minute mark, assuming the lethality champions haven't already pushed their lead too far ahead. I tell my teams that even if bot is behind early, just keep it cool and drag it out because that difference will be mitigated by the 30 minute mark so long as we don't feed. Attack speed champs are also way better at taking towers late game too. The problem is that sometimes games don't even go that long or teams will surrender before crit/as champions can even hit that power spike. So in conclusion to my rant, I think that if we can just try to balance at what point in the game they hit their power spikes, I think we can go a long way toward fixing the problem. We just need to delay that lethality power spike just a little longer to give other champions room to breath in lane, or make some crit items just a little cheaper maybe so that after those crit champs have suffered through an oppressive lane they can be rewarded a little earlier, that way teams don't have to wait more than half the game for us non-lethality ADCs to become relevant.
Oh, and as for Edge of Night... personally I think they should lower the magic resist it gives and put the active on a longer cooldown. It gives me hell on mage assassins right now. I don't care how far ahead I am, trying to burst down an otherwise squishy champion but being unable to just because they have Edge of Night is frustrating as hell.