Tower Damage Idea
This would require some rework of the 3rd position and Nexus position towers, but what if they dealt 8% True Damage to champions on first hit, which warmed up to 10/12/14% in order on consecutive hits? That way, Carries and Tanks have equal survivability when damaged by them, which is up to 7 hits without dying, from full HP. This keeps the dive window small and the risk/reward phenom at the front of strategy, which means teamwork is an absolute must mid to late game.
If we reduce this damage value for 3rd and Nexus towers by 75% it will fit all towers equally.