If Trynd's fury went 0-100% crit chance instead of 0-35%, but his crit damage worked differently
specifically, if instead of doing 200% damage on a critical strike, his crits did 135% + 1% per 1% crit chance he has beyond 100%, would you be ok with that change?
The average damage works out to be the same and his damage profile becomes much smoother especially early game (like ashe). The average late game damage still works out to be about the same because Tryndamere generally doesn't build more than 2 crit items anyway (if he did he'd be giving up something else).
Generally it makes him more dependent on fury late game because he will only crit for +35% damage unless he has fury to back him up-- so that would offset any flexibility he would get for being able to build more than 2 crit items (in case he wanted to).
With infinity edge he'd start out at +85% on a crit with no fury, which is helpful but with IE alone he's still only critting 20% of the time at no fury-- so even if he builds 100% crit chance in items he still really is dependent on that full fury bar to get the most out of his damage with this change, and is especially dependent on it if he doesn't have a significant (more than 50) amount of crit chance from items.
The only other difference is that the loss of volatility early game means he can't get a surprise burst of damage to cheese at level 2 or 3, but then again the fact he can start critting reliably after only 40 fury means he will build the rest of his fury very quickly (he gets bonus fury for critically striking) and would reset his spin more quickly, which adds some early killing power back that he loses from the removal of unpredictable damage spikes.
with all crit chance runes.....
is now op trynd build.... 340% crit hits 30% cdr and plenty of pen