Some Idea's for Buffing Hecarim
I've actually had a few decent ideas on how to balance Hecarim without putting him too over the top in the jungle, or top lane.
-Remove the damage reduction on his q vs monsters His q is strong, but doesn't really do too much against monsters in the jungle which kinda sucks. His waveclear for winions is fine and he really doesn't need any help in that department.
-Reduce the manacost of Rampage to 20 mana at all levels His q is most of his damage in the jungle, and he really needs to be able to use it without going oom easily. This will allow him to clear a few camps and still have enough mana for a gank.
-Remove the cap of healing on Spirit of Dread versus large monsters His w is a decent ability on Hecarim, but it doesn't really heal much unless you're fighting champions. This wouldn't really buff his laning by anything, and would help him sustain in the very powerful jungle.
-Reduce the mana cost of Spirit of Dread to 50/55/60/65/70 This would reduce his mana costs in the jungle helping him do well without blue. Similar to the q mana reduction, but since this isn't a spammable spell, I didn't reduce the cost by too much.
-Reduce the cooldown of Spirit of Dread to 20/19/18/17/16 This would be a decent buff to his early game, but would also help his lategame by a bit. You might be able to use your w twice in teamfights.
-Reduce the cooldown of Devastating Charge to 20/19/18/17/16 This is a buff to the earlygame of Hecarim by a bit. The cd is the same as before at max rank, but he is able to use it a bit more often early. The manacosts on it mean than this most likely will not be abused in any way.
-Reduce the cooldown of his ultimate to 130/110/90 A reduction of 10 seconds at each rank. A little less downtime to he has it ready for every big fight
-Increase the passive ad Hecarim gains from ms to 30/40/50% at lvs 6/11/16 The idea of this is to emphasize on the power that movement speed should have on Hecarim. He really is the speed demon of the league and this would better help that identity.
-Add another part to his passive (you hate me don't you) in which he gains 5% movement speed each second he keeps moving in the same general direction without stopping, capped at 30% The idea of this was to better help Hecarim's Identity as that speed demon while giving him a cool mechanic.
TIME FOR THE NERFS!!! (because this would be retarded without them)
-Removal of his unit collision passive This was useless anyway
-Reduce the base damage of Rampage to 40/80/120/160/200 Basically reduce his power in lane and out from the buffs to his passive and mana cost lowerings. His q at early lvs will be fairly weak in lane, but he'll scale up well in lane, while his jungling is still undergoing buffs.
-Reduce his base ad to 55, and reduce his ad per lv to 3 Again, need to reduce his power from all the buff
-Get rid of his passive interaction with homeguard! Tele on hecarim was stupid, and with passive buffs, we don't need this!
So pretty much, I'm bringing him in line with other junglers by giving him larger heals, larger damage, and lower mana costs. I'm also putting more emphasis on his theme of someone who's speedy ;). Nerfs as required, but in the end these are huge buffs.