Runes Reforged.... seems to be a lack of choice in Ad/Ap
For starters, I am not enjoying the new runes and masteries system for several reasons.
-The lack of the ability to toggle on whether or not I want do something like Ad Shaco. I don't play Shaco, just if I did I would prefer the choice of getting attack damage buffed. Rather that the ability power buffed. Insert random champion instead of Shaco, Ap Ezreal, Ap Kog, AD Diana, Ad kennen, etc.
-basic magic resist and armor are a tad lower on certain champions than they need to be for starters, we used to solve this problem with the old rune system before.
-Diana gripes. I never liked her changes several patches back where her attack speed 20% was flat, then changed on spellcast for the next three attacks. This change made her early game rougher, particularly in the top lane and jungle. I don't like the mini game that goes on to sustain that.armor and magic resist at level one are too low. She should have around 35 armor, not 31. Since we can no longer build attack speed runes, and lost her flat 20% attack speed passive, her level one attack speed is sitting at 0.61. The typical ap tank has around 0.80. When you go precision for the attack speed, it pops back up where it needs to be flat at. At the same time, her passive mana gain goes to 0, as you have no ap. the extra addition to her passive needs at least 1 ap to trigger the basic 4 mana per passive cleave, 0 ap no passive mana gain on cleave. In the recent patch notes you mentioned Ryze a player pattern that goes on where he casts useless things to gain an effect, Diana does the same when taking turrets. I hate randomly casting things just to buff her attack speed, while there is a difference to casting things to gain a spellblade effect. Her jungle clear with the changes to hunters medallion is now much harder. In addition to playing the mini game of spellcasts to clear jungle camps she now takes a lot more damage than she previously did, she could solidly clear her full jungle before that from any camp she felt like starting and stay above 60% health, it is now lower than that. Her catch combo, typically a crescent strike to a minion or something she can hop to, lunar rush to that target for the reset, then another lunar rush to the desired target, usually with a moonfall to stick feels pretty bad without followup as most of her kit was blown, and thus loses most of her mini game with her passive change to next three auto attacks gain x% attack speed.
-Domination tree feels pretty weak overall minus electrocute. Feels like you intended for divers,auto attack resetters and assassins should use it.
-the poro wards, and stuff like that are a trap. people keep using them like they are actual wards, it is too late by the time you see it. This is mainly on the players themselves not using wards that reveal a far greater portion of the map than an actual complaint.
-resolve tree seems pretty low, but not completely terrible. Grasp of the undying doesn't proc like it should, about 50% of the time. Works allittle to well on Maokai though especially late game when his passive heal cooldown is lowered significantly, I would suggest a bump of 1 extra second on Maokai late game passive, early game seems fine though.
-inspiration, seems ok, just you get the most benefits from running it as the main tree for now. kleptomancy however needs to be looked at, a slight bump up on the cooldown should get it. Other than that the extra benefits from the other trees I would say bump down the stat benefits on sorcery, precision, 20 hit points off resolve should bring it allittle more in line.
-braum's attack damage is allittle too low at a base 55 I would suggest 60-61. Attack speed is understandable given his passive. defensively probably needs a bump to magic resist as well, especially if, you intend to keep going with kleptomages bot lane supports.
-Alistar seems fine defense wise minus his base mr, but that could be tricky given his ult, same problem as braum, base damage allittle low, otherwise in ok shape.
-Leona suffers the same problem of low base attack. It is good to see her back in the lineups though. Just like the other three supports, struggles financially from overabundance of klepto mages.
-Sona, currently gaining to much from inspiration, sorcery and klepto, I highlighted the main point in inspiration. her main problems are people not warding on her, being slow to ult, or building greedy as hell on her at the moment, that would be the players though rather than kit on those.