How to adjust Gangplank correctly IMO
I wanted to talk about our favorite and only true pirate Gangplank here. Now we all now he has seen an incredible rise in popularity since the rune update and with that also a significant increase in his winrate. I checked some sites outside of just op.gg and the overall winrate is: 52.42% (For Top lane)
People used to say that Klepto was the problem. It got nerfed and well GP is still here.
Now first before I go directly into the nerfs/changes we need to make clear what exactly his problem even is.
Is it damage? No, he had the exact same damage before the rune changes. He even had more damage back then since he ran a pen rune page with TLD. Is it the sustain? Maybe, he never had such a rune like Klepto giving him mana and sustain BUT he has a good winrate with Grasp too... which also gives him sustain so it might be that, it might be the sustain. Is it mana? He has a high winrate with Grasp too so no it isn't the infinite mana he is getting from Klepto Is it his general kit? Also no, his kit was perfectly balanced before the rune changes (well after the 7 nerfs shortly after his rework that is). Is it his matchups? Hmmm... let's look into that shall we?
The most played champs top are (above 5% playrate and outside of GP):

Alright so how many champions does GP counter just from the general kit:

So thats 7/14 champs that he straight up wins or lands even in lane. 50% of the most picked matchups are favorable for him. What are his counters? (Again taken from different websites)

There are 4/14 match ups that he loses lane with (taken from the pool of most picked champs). Thats 28%. So in general yes, GP just has too few counters in top right now that are being played often enough.
But I dug deeper into this and came across some interesting facts:
Gangplank has (outside of like 3-4 champs) the most gold per minute in the match up. Even against his counters BUT he doesn't have more cs than them. Which means he is generating too much gold outside of csing. He got a small buff to his Q before the rune changes that gave him +1g on all ranks. He is using Klepto the most (But has close to the same WR with Grasp)
What are his starting items?
+
+ 3x 
Wait...
... what. (low pickrate so im going to ignore this)
So no (at least not enough) exploits from starting items that give him too much gold.
So that's the problem. He comes online too fast even against his counters and has too few counters. How do we change him so his gold income is less? We can't just gut his Q gold income because then Klepto is the only viable rune for him and we don't want that. We need to give him more reason to farm and not Q the opponent 24/7 (this will also reduce Grasp WR since he needs to Q the opponent for it, no way in hell he goes melee range for it)
How do we change the "too few counters" thing? Well Riot isn't willing (or capable I don't know at this point) of changing the meta and nerfing GP won't bring Renekton into viability so we can't do much with this point.
Here are my ideas to change him:
Revert the +1g buff to his Q, this should generally lower his gold income
Give the Q +15 mana cost on all ranks but make it so killing a unit with Q gives him 15 mana back (Barrels grant him just 15 mana regardless on how many units he kills).
Give the W +10 mana on all ranks
So he runs OOM way faster if he choses to poke you and concentrates more on farming. He can't just undo bad trades in an instant since his W will make him OOM faster (Mana-management was always an important thing on GP in the early game and it just isn't a thing anymore) With these changes he gets punished more for mistakes and his skill floor and cap is rising since he needs better mana management overall.
And for the love of god do something about these supporter items, remove the damn Bandit or make it so its gold income is active only when an ally is near you.
What do you guys think?