Autofill Prevention Idea - Surge Rewards
Everyone hates getting autofilled into a role they don't play much, especially in ranked where it is nearly guaranteed to negatively impact your LP. This leads to either poor quality matches, or the same long queue times (when dodges are factored in) that the autofill system is meant to avoid. The fact that support mains are immune to autofill means that they have a much easier time climbing, which seems unfair to everyone else in the game.
Sometimes, Support isn't the most in-demand role, but despite having the technology to dynamically update the "autofill protect" role according to what players are currently queueing for, we have just this static system that doesn't always work.
The simplest solution is to just implement the dynamic updating of low-supply roles, but I think we could go further than that - What if there was an incentive to help round things out, similar to the way that companies like Uber use "surge pricing" to get more drivers on the road when customer traffic is high? There could be an XP or BE reward given, or perhaps points given towards a loot chest, for players who play the most in demand role, especially if it isn't their main role when looking at meta-data from their match history. This way, players who are alright with taking support or jungle since it's their second or third role, can be rewarded for helping out the community and keeping queue times low.
This would help to reduce dodge rates and overall queue times, along with reducing the frequency of auto-fills and thus reducing the aggregate frustration level of the community. This leads to greater enjoyment over the long term, which creates player loyalty - a commodity of ever increasing value as many thing League is getting "stale."
Just to outline the idea a bit more, it would go something like this: If the difference between the most in-demand role and the least is less than say 10%, there would be no "autofill protect" roll outside of "fill," and there would be no surge rewards. Once that 10% threshold is broken, however, the least supplied role becomes "protected" for players who don't main that role. Once it gets to say 15% of a gap, a small incentive is attached to the role, and as the gap widens so too does the value of the incentive, up to a cap. By providing a reward other than "you won't get punished next time you queue," more players will decide to queue up for unwanted roles to get the rewards, which will both make the playerbase more well-rounded in general, and reduce queue times and autofill frequency.