Changing up roles, kills, and que times.
Between the way roles are listed in the client, and quotes from riot, things are on the verge of changing drastically. For example bottom is listed as bottom, not ADC. Riot has mentioned wanting to get melee champs into bot lane at some point. One thought on how to do that is move supports into the jungle. This is done by making the jungle nearly unclearable solo, and splitting the camp rewards between those who clear them. Give camps interesting mechanics, or weaknesses that one person can't exploit easily, or they simple need the extra damage of a second champion to clear them before you die. Speaking of roles, supports being damage threats needs to be unstigmatized. Killing the enemy bot lane is the best form of CC, and kill lane bots should have more official support behind them. With the large number of carry supports in bot lane right now, more people should be comfortable with the support growing into a damage threat. I know I win games often as a carry support. Being able to easily 1v1 the enemy supporty support from mid game on without even thinking about it. Also being able to instant burst out squishies on the enemy team, what is more supportive than making every fight a 4v5 of better? I often have more gold on support simply from poking champions with frost queen rushes than solo laners, sometimes even more gold than the entire enemy team.
I feel like kills are poorly implimented in their rewards right now. One thought I had was evenly splitting the gold among all participants in the kill, a new thought I had was splitting the gold based on contribution to the kill. So the damage dealt to the enemy with weighted factors for things like heals and shields and CC, and maybe penalties for poorly stacked CC. Also changing them to takedowns and removing assists, as they are combined for takedowns. This gives the gold to those who did the most work to get the kills, and not just the person who walked up and hit for the last point of damage while not really doing anything. While on the topic, I feel like revenge kills for first blood should also be bonus gold. So if some one gets first blood then dies right away, they should give a portion if not all of first blood gold to their killer also. The whole idea of suiciding into the team just to get first blood seems foolish, and leads to a common trend of suiciding for kills. This could also apply to first tower gold, so if you get first tower and 30 s or so later the other team takes a tower, that is a trade not a well executed play. Sure it might be a calculated trade, but the benefit of killing the tower first is initiative on the next play, and wasn't a clean tower take. One possible way to impliment this is after the first tower/blood a time starts, and depending on how long after that is the percentage of the first tower/blood gold the revenge tower/blood should gives. So if they both die at about the same time, they give the same gold. Perhaps a like 30s timer, scaling down to half of the total near the end of the timer, and after it expires they lose the option of getting the revenge gold.
Now for que times, Riot needs to take a solid stance on either better games or faster que times and just stick with it. Perhaps give extra incentive to Fill/support players like slightly more/less points based on if it was a win or loss. Or perhaps mention that if people are not patient enough to wait out que times, they are not patient enough to be playing competitive league of legends and should move to normal's instead. Speaking of normal's, can we move all normal games into draft mode? Mirror match ups are not helpful at all, and in many cases are super boring to play. This also gives people more practice in playing in draft mode to help speed up pick/bans in ranked as people are going to be more familiar with the mode.
Random side note, can we get the ability to give back champs to the store we don't want?