Oh yeah, something else i thought about earlier.
It's really strange that riot would push for higher necessary APM style gamelay. It's weird, because the genres which Mobas are based on are RPG games and RTS games, and one of the biggest appeals of mobas when they were mods, was the fact that they required less APM to play effectively than their RTS counterparts.
You were free to farm minions and focus on a specific character (or a few characters as the case would be sometimes) rather than having to split your actions between micro, macro, and ability usage (of the army units).
Now mind you i'm talking about minimum APM, not maximum influential APM. If a pro is playing at 5x your APM, they're going to have an advantage due to input alone. Though, at a point increasing your APM has diminishing returns, making going higher impractical. Though the rising minimum APM is only applicable, because riot has allowed the high APM champions to dominate the tempo of the game, to the point that low requirement APM champions are forced to match their tempo, rather than having the capability to pull down the enemy's tempo.
That said, a champion with low APM requirements doesn't inherently make the champion easier to play. To the same extent that a high APM champion has to do a lot of things quickly, constantly. A low APM champion has fewer decisions with higher individual impact. A yasuo missing a single Q, should mean a lot less than an anivia, but to the same extent landing a single Q shouldn't be as valuable to a yasuo as it is to anivia, which could be true, but that would require something along the lines of changing his Q to only apply the tornado stacks on enemy champions. Now he has to land 3 Q's, which he can cast more of, as opposed to having a single Q with a longer CD.