I disagree with 3 since that makes things less smooth feeling, though slight turn-speed (super small) might not be a bad thing.
If you want to fix bruisers, you need to first nerf everything putting it down. ADC damage needs to drop (this also makes their lifestealing drop), supports need a huge fucking nerf and Riot should publicly apologize for sucking the class off too long, tanks should get longer cooldowns (and some items lose CDR). This solves being perma CCed and insta-DPSed down.
Simple changelist coming at you:
Marksmen - I like Cleaver on ADCs. I think diversity is cool, but, if you build Cleaver, your late game should be weaker for having less Crit chance.
Critically Reworked: Critical Chance renamed to Critical Strength. Critical Strength increases your damage dealt by basic attacks (except onhit effects) by X percent. X is your critical strength. Not only does this give reliably to Gangplank, it also makes Tryndamere more consistent and not luck based.
Critically Addressed Interactions: The bonus damage applied by Critical Strength is what is counted as your Critical Damage. Omen and IE decrease/increase only this damage multiplictively, rather than the whole attack. (This might be a nerf to Omen or something (Just realized while typing RFC/Shiv that this technically buffs Yasuo, sorry. Just increase his self Crit reduction.), but future adjustments can be made. It's the idea that matters, not the numbers.)
Omen: Reduces only Critical Damage, instead of the whole attack. (May need changing.)
Infinity Edge: Increases only Critical damage, instead of the whole attack. Eg: Someone with IE + Zeal (40% Critical Strength) will actually deal damage as if they had 60% Critical Strength.
Rapid Firecannon: Passive now disables the passive of Stattik Shiv. (Whoever is in the highest item slot takes priority.)
Stattik Shiv: Passive now disables the passive of Rapid Firecannon. (Whoever is in the highest item slot takes priority.)
Death's Dance: Damage converted into a DoT reduced to 20%. -5 AD.
The Bloodthirster: -5 AD.
Essence Reaver: Mixed identity calls for a rework. Now costs 3000 gold, builds from Pickaxe + Caulfield's + Cloak of Agility, and gives 60 AD, 20% Critical Strength, and 20% CDR. Now it's an early game item that scales slightly, instead of broken on ADCs once they hit a two item spike if they have strong/broken abilities (Xayah is our huge offender).
B. F. Sword: Since ER was changed, BF is changed to replace powerspikes botlane (making it more forgiving) to near equalize with Pickaxe + Longsword. Cost reduced to 1150 and loses 5 AD.
Berserker Grieves: Look, as a Kayle main (Kayle rushes these boots often), I hate to do this, but -5% attack speed.
Lord Dominik's Regards: The damage boost is super broken. Damage increase lowered to 15%, health difference required for full boost increased by 1.5x (This is just so late game Cho'Gath and uber-tanks take damage without doing absurd damage to bruisers).
Phantom Dancer: Just because you've been broken for 2 years doesn't mean you get off the hook. Damage reduction lowered to 8%, Attack speed lowered by 5%.
Tanks - Fuck off. Least skill class that Riot consistently pushes for no fucking reason; hypocrisy I say! Anyways, tanks being broken require ADCs to be broken and vice versa. Both need to be cut down so bruisers can exist. At first you needed a mage, marksmen, and a bruiser to have enough damage, now all you need is a mage and marksmen and tanks have gotten tankier.
Maokai: Q down 10/15/20/25/30 base damage. Q and W cooldown's up; R snare reduced.
Sejuanni: I don't know, just nerf the CC and cooldowns.
Zac: Revert to preupdate. Fucking cancer CC, but surely reducing his damage solves that issue (Kappa).
Stoneplate: Fuck this item. Anyone who's played since season 4 minimum can look at this and say "Wow, those stats look really broken." Active (Greater) HP boost reduced to 80% from 100%; Bonus Armor/MR gained while 3 enemies are near reduced by 10; Cost increased by 150.
Cinderhulk: Revert every change made that made into "viable", then reduce cost by 75 gold. Build path changes based on next change.
Sunfire Cape: DoT damage increased vs champions (but same for Waveclear). Build path changes based on next change.
Bami's Cinder: Builds from 2 Ruby Crystal, new cost of 1100 gold, and gives 350 HP now.
Sunfire, Omen, and Deadmans: Considering ADCs are losing more than substantial amounts damage, -3 armor for each of these (Deadmans will get buffs later).
Adaptive Helm: Here is my idea. Damage reduction vs repeated spells reduced to 12%, HP increased by 50. Loses 10% CDR. What about Cassiopeia? Nerfed. No need to have every DPS mage broken to be viable because Adaptive Helm is broken.
Supports - Stop calling this class weak. Support is probably more important than mid lane right now. Shield stacking wasn't such a huge issue until they gave free +% Heal/Shield Power.
Ancient Coin: Gold generate reduced. (Increasing every support item up to it just powercreeps the support role making them more broken).
Ardent Censer: Attack speed bonus reduced 15%. Heal/Shield Power reduced to 8%.
Redemption: Heal/Shield Power reduced to 8%.
Mikeal's Crucible: Heal/Shield Power reduced to 16%.
Forbidden Idol: Heal/Shield Power reduced to 6%.
Locket: Health ratio reduced to 15% bonus HP from 2%-bullshit%. Secondary Locket Shields reduced from 50% power to 25%.
Knight's Vow: Damage reduction and heal based on ally damage reduced to 8%.
Braum: Passive increased to 5 stacks to stun, or nerf the time it stuns if they REALLY want to keep the icon for it.
Rakan: Ok, fuck you for being super broken right now. W knockup reduced to 0.75 seconds (from 1 second). R charm duration reduced to 1 second (from 1/1.25/1.5). If he's weak, give his W +10 damage and maybe his Q +5 heal or damage. (Nerfed because tenacity doesn't affect his CC)
Lulu: Shield increased by 10/15/20/25/30. Polymorph reduced from bullshit-bullshit to 1.1/1.2/1.3/1.4/1.5.
Janna: Not sure, just nerfed slightly (since Coin, Ardent, and ADC nerfs already hurt her, she doesn't need it as hard HOPEFULLY).
Bruisers - The class shit on for so many years, it makes me sick. Items always stolen, Class update slot stolen, class update 2012, 2013, 2014, 2017 all canceled. This time, we make them viable.
Jaurim's Fist: No longer stacks, now gives all it's stats on buy.
Frozen Mallet: Melee only. (Fuck you Kog'Maw) Maybe other changes but I lack ideas.
Sterak's Gage: Buildpath changed to Jaurim's Fist + Ruby Crystal, HP increased by 100, shield threshold lowered significantly on later ranks.
Maw of Malmortius: This was stolen by assassins a bit and is a common buy on ADCs who go mid. Doubled shield for melee would break the item on assassins, so a different change is required. It doesn't stack with Sterak's Gage, so it will need it's own niche too. Shield now scales with 15% bonus health.
Guinsoo's Rageblade: "Why can't Rageblade be buffed for melee champions?" a certain Jax main asked. The Rioter supposedly responded, "Because Kog'Maw still uses it." Attack speed per stack reduced from 8% to 5%, total stacks increased to 8, melee champions gain 2 stacks per attack, +5% attack speed to basic stats, cost reduced by 200, and Guinsoo's Rage reworked. Guinsoo's Rage - At max stacks, grants Phantom Hit +5 (+15% bonus AD)(+7.5% bonus AP) onhit magic damage to your target and nearby enemy units. This should sound familial, but Phantom hit is near unbalancable due to certain interactions in some kits being too unhealthy. (Btw, this old passive means it works with Gunblade again.)
BoRK: Should technically be under Marksmen, but let's just fix this. +3% lifesteal, onhit damage reduced to 6.5% for ranged champions (Fuck you Kog'Maw), cost reduced by 100.
Ninja Tabi: Technically should be under Tank changes. Since marksmen are losing so much damage, this item, which is powerful, it getting a bit of change. Basic attack damage reduction reduced to 8% (Critical damage isn't affected by this damage reduction btw), but now gains 5% Critical Damage Reduction. (This is a wild change. It could be completely overestimating how much the change to marksmen will be.)
Merc Treds: Tenacity increased to 35%. If CC locking is still kinda an issue, then make Tenacity affect knockups/knockbacks.
Trinity Force: This item costs so fucking much I think it's absurd. -200 Cost.
New Items: I'll just copy what I had in another comment.
Crimson Fury
+
+ 650 Gold (3000 Total Cost)
300 Health, 30 Attack Damage, 40% Attack Speed
Unique Passive: +10% Cooldown Reduction
Unique Passive - Rage: Basic attacks (on-hit) grant +20 flat movement speed for 2 seconds. Killing a Unit grants +60 flat movement speed instead. (Halved for ranged champions.)
Unique Passive: After hitting enemy champions with 3 abilities, gain a burst of 20% movement speed and 30% attack speed for 4 seconds (40 second cooldown). (Halved for ranged champions.)
Wit's End (REWORKED) (Melee Only)
+
+
+ 730 Gold (2800 Total Cost)
15 AD, 40 Magic Resist, 30% Attack Speed
Unique Passive: 15% Bonus Armor Pen
Unique Passive: Basic attacks (on-hit) reduce the target's armor by 3% and grant magic resistance equal to the armor shredded. (Max 5 Stacks.) (NOTE: This passive will share a name with Black Cleaver's passive so they don't stack.)
My only issue is both (New) Wit's End and Cleaver on the same team being really fucking broken, even though 24% + 15% multiplicative might be a lot.