What about this for Azir?
So Azir is like, dead. Duh. His kit has too much in it to be allowed to live, so what about this relatively simple change?
Q- Damage- Removed. Slow now applies when a soldier fully passes through a target, and stacks additively (+14/18/22/28/32%) per soldier that passes through the enemy, up to 2. Still resets AA timer. Cooldown from 10/9/8/7/6 12/10/8/6/4.
W- Sand soldier duration changed from 9 to 6/8/10/12/14 seconds, based on rank. Attack range reverted to 400. Damage per extra soldier hitting same target changed from 25% to 40%.
Utimate: Damage increased to 150/225/300(+80% AP), and duration increased from 3 to 4/5/6.
So a large part of the problem he has as a mage is the fact that he has mobility, range, sustained damage, strong CC, and burst damage in his kit. Mages are typically allowed to have 2 of those; Velkoz has burst damage and range, Leblanc has mobility, burst damage, Xerath has range and burst damage, Cass has strong CC and sustained damage. Azir already excels in both strong CC and sustained damage, and has pretty darn good mobility as well, but all those things are core to his identity. However, if you remove the damage from his Q, and make it so he can't get free attacks in from range, he can keep the battlefield control/sustained damage identity that is so compelling and push that to its limits, pushing almost all his damage into his soldiers and allowing him to have more soldiers to play with. Doing this would remove most of his poke damage and make laning against him more interactive (much easier to leave soldier's zones than dodge the Q).
What do you all think?