[Champion Rework Rough Draft] Skarner, the Crystal Vanguard
All of the Below: No more AP Scaling, or if so, a minor amount.
P - Crystal Spires Wisdom of the Brackern: While Skarner is under the effects of W - Crystalline Exoskeleton or an non-structure enemy or neutral monster is Crystallized with E - Fracture or R - Impale, Skarner gains bonus Attack Speed, Movement Speed, and Mana Regeneration
Q - Crystal Slash: Scales with total AD when both charged and uncharged to work better with Sheen items and encourage defensive builds. Consumes Crystal Venom from Fracture so AoE stun is possible (making it easier to initiate and separate). If under the effects of Wisdom of the Brackern, this is considered charged; otherwise it is uncharged.
W - Crystalline Exoskeleton: No longer directly increases movement speed, but duration scales with level. Increased health scaling on shield. Works with P differently.
E - Fracture: Fires three crystals in a 60 degree cone up to 425 770 units (pass through). Works with P and Q differently. [EDIT: Forgot ability distances are measured differently than AA distances]
R - Impale: No direct changes, though now works with P and Q differently.
So, about this rough draft: the idea is to help reinforce Skarner's gameplay identity as a Vanguard hybrid-Juggernaut Jungler while distinguishing him from some of the more similar cast members (cough Lee Sin cough).
The straight to the point scrapping of the Crystal Spires for his P in favor of the more portable, yet less reliable Wisdom of the Brackern is to help Skarner be able to farm and gank fairly effectively as Jungler without pigeon-holing him into just a jungler. Cooldowns on his abilities, as well as the buffs granted by WotB, may have to be tweaked, but I am not a numbers guy when it comes to overall balance of the roster.
The only real change to his Q is the total AD scaling from bonus AD scaling (which, why Riot? He has to go into melee to do anything, damage or otherwise). That and a more reliable tool to clear the jungle/waves with when partnered with the new E.
No real changes to W either except more synergy with Passive (and will probably be the best ability to get at champion level 1).
His E I felt needed to be changed from a line skillshot to a 3-way cone skill shot to make engaging the enemy team safer to an extent, especially when partnered with the new Q.
And alas no real changes to R either.
So, I hope my rambling here has made some sense and that this may in fact be the direction Riot will be heading in (or close to it) when they decide to try reworking Skarner again.
Alternatively, there is this idea I'm brewing right now, based a bit on Kindred's zoning and Skarner's various kits.
P - Crystal Spires Crystal Venom: Skarner applies a stack of Crystal Venom when he deals spell damage with Q and R, up to 3 stacks max. A unit with 3 stacks of Crystal Venom with a basic attack or on-hit effect (such as Tiamat or Iceborn Gauntlet), Skarner consumes all the stacks, deals 25/50/75 additional physical damage to that unit, and stuns that unit for 0.5 seconds.
Q - Crystal Slash: Scales with total AD when both charged and uncharged to work better with Sheen items and encourage defensive builds. If under the effects of E, this is considered charged; otherwise it is uncharged.
W - Crystalline Exoskeleton: Duration scales with level. Increased health scaling on shield. [Changes may be unnecessary here]
E - Fracture Fractured Spire: Skarner excavates a fragment of a crystal spire centered on his current location, creating a zone that lasts until Skarner leaves its vicinity. While in the zone with a hostile unit or Rift Scuttler, Skarner gains increased attack speed, movement speed, and mana regen.
R - Impale: Skarner can no longer use Q while using R, but R deals three ticks of spell damage over 1.5 seconds (0, 0.75, 1.5), releasing after 1.5 seconds [Note: this causes the Crystal Venom to stun the target for 0.5 seconds after being Impaled if Skarner attacks them right away.]