In the eventual Diver pass, I feel Wit's could use some attention
Now, mind, Wit's has a problem.
Before it gained MR shred, it was a very cheap, very cost effective rush item against AP lanes for champs who like basic attacking a whole bunch. That's a totally fine identity for it. After it gained MR shred the price went up, suddenly it wasn't so attractive on a range of users who lack substantial magic damage in their kit since they were paying for something they didn't want.
Now, I would say that last bit isn't quite as much of a problem anymore since Trinity nicely fills the role of 'attack speed item for Divers' shoes. It has all the things they like, after all.
Wit's, however, still has issues. Largely in part because there really isn't anything that synergizes with it any longer. Sure, you could grab Rageblade, but how many Divers are going to find that an attractive choice? They want defense with their offense, and Rageblade offers none. Wit's also has some problems with its awkward build path. Sitting on a Recurve Bow and a Negatron is a pretty weak buildup. So to that end, I think it would be a pretty decent idea to solve both the awkward build path and lack of synergy problems with some new itemization and components.
First off, Malady.
40% attack speed and 30 OnHit magic damage. Nice and simple. This gives these items a better power spike while also reducing the buildup to two item slots rather than three. Malady in turn would build into four items, one focusing on each of the major forms of defense.
Malady +
=
No changes aside from gaining a better build path. This thing does its job, there just isn't anything to support it.
Malady +
= Faebane
40% attack speed, 40 OnHit magic damage, 40 armor. This version of the Cold Steel passive would steal (steel steal) 15% of the target's base attack speed OnHit. If you hit multiple targets, then only the highest value would be applied to your attack speed.
Malady +
= Madred's Bloodrazor
40% attack speed, 400 HP, 4% of the target's Max HP as magic damage OnHit. Pretty straight forward. Generalist defense paired with generalist offense. Obviously better against high HP, low resist targets. Pairs up nicely with the other items, but that's sorta the point isn't it?
Malady +
= Hand of the Forest
40% attack speed, 200% base HP regen, 40 OnHit magic damage, 40 OnHit heal. The sustain option, obviously. Good for channeling your inner Irelia.
Four items, mix and match as needed to get the most out of all your melee right-clicking needs. Because they all improve each other, they would make for a nice buildup if you feel inclined to collect them all. That would leave you less durable than if you grabbed pure tank items, of course. But these guys are meant to be a supplement. Wit's alone is rarely the best choice in all match-ups, but with four options to choose from, I figure you could make use of at least two of the above regardless of the situation.
Y'know. Assuming you're playing a champ who likes being tanky and auto-attacking.