Anyway, I could write forever with what's wrong with the game right now but many posts have covered basically all of what I said. The point is, Riot doesn't have a clear view of what's going on. They should step back and consider "What is the purpose of these reworks?" Is it gameplay health? Is it thematic coherence ? Are they both? And then start doing stuff again.
(I'm just picking this part out so I don't fill the entire screen with my post.)
See, here's where I disagree. The assassin rework wasn't so much about "thematic cohesion" (Which I'd liken more to the Juggernaut update and things like Darius getting massive AD or Skarner using goofy spires) as much as it was trying to address the concern the playerbase had about assassins. Which, at the time, was "I have no time to play against an assassin". Of course, not every champion has changed in this pattern and those are most often the ones who are strongest. Rengar, Kha'zix, etc. Still, the goal was clear even if it didn't hit the mark completely.
Since Season 2-ish, Riot's sort of been struggling to make a firm divide. How much solo potential is fair for a team to have? How much should you rely on your team? Etc etc etc. It kinda went back and forth in all seasons up to 6-7 when they sort of settled on "Ok THIS is going to be our plan." Which is why despite rotating metas and balance changes, things have still stayed relatively the same both in design and ideation: Riot wants to focus on that team play.
However, when it comes to masteries and runes, I'm in the camp that we should honestly just remove both systems. Neither one is "strategic" and neither one changes things in an interesting way. Regardless of season or iteration, mind you. Sure, every champ might have their own unique mastery path now...but it's still a "right" path. Same with runes. It's a revolving door of what is best. Remove those and you can balance the actual game better rather than balancing around taking the right/wrong runes.
Also, to be fair, I'm pretty sure they do consider the buffs/nerfs that could happen with other character classes. The real issue is that you can't really do anything about it because those classes are up for a rework. For example,
was really good with tanks and still is, despite being designed as a bruiser/juggernaut item. So do you remove DMP or HEAVILY nerf it (I'm talking making this thing Ohmwrecker) or do you wait to rework tanks and give them items that work better with said class?
I'm still very much of the belief that the reworked classes (Juggergods, ADCs, Mages and Assassins) are playing 2017/Season 7 LoL, for better or worse. However, the unreworked classes (Tanks, Divers, Melee Carries, etc) are playing 2012/Season 2 LoL. And unfortunately, the transitional period is the hardest part.
Sorry if this is long winded. I really enjoy talking about this stuff.