Strategically, the situation looks a little different, but in solo queue environments this should be by far the less important one.
I feel like here lies a mistake.
For Tham, decission makeing is very important, especially on a macro level, aswell as coordination with his team.
In soloQ, especially in lower elos, decissionmakeing and macro play are the weak spots of nearly every player, and teamwork overall comes short.
Actually, mechanical difficulty isn't the main part of skill ceiling.
The winrate difference between new Lee Sins and those who have 125+ games is ~5%
Yasuo is ~9.7%
Garren has ~7%
Trundle has 12%
I'd Argue that trundel and Garren are really straight forward in terms of mechanics, while yasuo and Lee are really deamanding, yet Trundle has the biggest difference between new and experienced players, while lee has the lowes of those examples.(data from champion.gg)
So going by that, his soloQ performance, especially on inexperienced players, is going to be rather bad compared to his performance in coordinated teams.
Also, he's a singletarget focused tank, so his teamfight presence isn't to high, he mostly exels in pickcomps
For soloQ however, it's mostly either early sonwball, siege or deathball, as those need a lower level of coordination and mostly visioncontroll compared to pick or splitpush comps.
So i expect tham to perform better in competetive play than in soloQ, and given that experienced Tham already have a better winrate than Ezreal, atleast based on the data provided by champion.gg, he seems to do rather well right now given the circumstances(tham 56%win at 15-50games, ezreal 52.6% for 50+ games, even worse as adc)
I also remember that after Yasuo, who had a poor performance right after release, got buffed in the next patch, just to get continously nerfed in multiple patches after, riot stated to have learned from their mistakes and go with hasty buffs in the next patch if a new champ doesn't perform well after release.
So i think that it is to early to go for buffs, epecially buffs as bug as those fot tham on pbe.
And even if it shows after some more weeks that Tham indeed is a bit to weak, i don't think buffing his Q and especially R-passive damage is the right way to go.
He already is pretty opresive 1v1, especially vs other melees. His singletarget damage compared to his tankiness is pretty damn high, and his singletarget cc also is quite impressive.
Buffing the damage even more would make him a really poor play-against experience for other melees, and probably ends with him mostly going top for splitpush.
The main problem for him once behind is that he can't get to the right targets in a teamfight, he has no other choice than fighting the frontline if the enemies group, so his cc and damagepotential is focused on the 'wrong' targets.
It would be better to increase his unique strengths. Improve the W targeting, you still often eat the wrong target instead of your intended target, or increase his AA range by 25 per ult rank, which would help him alot at applying 3 stacks to a target in a teamfight, as he often gets CCed or simply bodyblocked while his target gets out of range so he can't get the 3 stacks for cc.
Reduce the CD his W recast, so you can eat allies and more or less imidiatly burp them to a saver location.
Or increase his ms duerin W on enemie slightly, so he is even better for geting enemies out of position.
Or give him Tenacity duering the E shield, so he isn't totally stuck within cc, unable to really use any of his kit in a big fight
Or give him some kind of escape mechanism. The main reason he does bad if behind and also isn't as great toplane is probably that he is incredible vulnerable.
He has problems fighting effectilvely vs multiple, coordinated enemies, and he has no way out of a bad situation. If he ever gets cought slightly out off position, he's done, no way out at all.
Another place where he could get buffed is his ult.
Righ now, it simply is way to telegraphed for a ganking tool, with also rather limited range early on. For me, right now it works more like a Reksai ult, helps a bit with controling sidelanes and still offering presence at dragon, or simply a tool to get faster back to farm after shopping, but actuall, ganking? Nope.
With a faster travel time, his mappresence(and that of 1 ally) could get improved greatly.
Maybe it was nerver ment to be a actuall ganking tool but more a global mobillity, and thats fine too, but still a more interesting place to explore buffs than his singletarget damage...
Maybe i have a different perception of his identity, but insane dueling power and absurd bully vs melees don't seem to be his indentity, but by buffing his damage numbers, especially the %hp ratio, this patterns will profit the most...
btw, thanks for the detailed posts, i really apreciate it, getting some more insight in the though process behind changes is something that i and probably many others from the comunity were missing lately.
And if your internal data differs from data provided by champion.gg and co, could you share a bit of it? I agree that balanceing shouldn't be data driven, but haveing some data to back up your suppositions sure comes in handy.