I actually do have a problem with the masteries.
Red tree: Ferocity
Made for... well... the keystones make it for ADC's, Yi, Trynd, and Yasuo. Not much else (meybe poke mages/tank killer mages, as it provide %armor/mr pen and DoT)
Green tree: Resolve
Tank stats with a bit of roam thrown in. Good for? Full tanks. Off-tanks will want the red tree for additional early damage (which is when off-tanks really shine)
Blue tree: Cunning
As in life, cunning is pretty much the most important for most classes.
It has one of the jungler masteries on the first tree, with movespeed on the other, effectively limiting the speed of junglers (making it harder to gank, as well). This makes it a necessary tree for junglers (though tanks will still want their 18 into resolve, with 12 into this).
It's got the bandit mastery in the second level, meaning supports are forced to put at least 12 points. After that, 5% Cdr is right after, a valuable stat for supports, forcing supports to put 18 points into that tree.
On the third level of 5-point things, we have Precision, 3 + 0.3 per level Armor and Magic pen.
And I am a little confused, since "Battering Blows" is flat while "Piercing Thoughts" is %. Must be a mistake...
Anyway, Precision grants 8.4 Armor and Magic pen at lvl 18, pretty valuable.
Especially against squishies.
Meaning? This is the mastery for Assassins and Burst mages.
But then let's look across from that.
Intelligence
5% Cdr + 5% max Cdr.
What mage doesn't want that? What spell based assassin doesn't want that? Cdr used to be at the top, now it's all the way down there. This further reinforces this as the tree for Assassins and Mages.
Now let's go to the Keystones.
1: Stormraider's Surge
Dealing above 30% of a target's max health within 2 seconds grants you 35% movespeed for 3 seconds.
Wow. That's amazing for assassins, especially those without escapes.
2: Thunderlord's Decree
Your 3rd attack or spell on an enemy champion shocks the area around them, dealing 10 per level and 20% of your bonus AD as well as 10% of your AP.
That's... incredibly easy to proc.
10% bonus AP scaling for Mages, with bonus base damage as well (imagine an extra 10 damage at lvl 1, and 180 at lvl 18). it's easy enough to proc that even if you miss an ability, you can make up for it with an auto attack. It gives you more all in potential, but has a considerably long cooldown.
Let's look at how it affects Assassins.
AD assassins have 20% bonus AD scaling on their auto/ability.
AP assassins have 10% AP scaling
Both get additional base damage.
It's not likely you'll have to assassinate multiple people in 30 seconds, so the cooldown isn't as important.
Now, let's go to burst ADC's, like Luci.
His W+auto+passive auto automatically procs it, giving him amazing trade potential, though the cooldown is more of a concern.
Thunderlords is a pretty versatile mastery.
3: Windspeaker's Blessing
Your shields and heals are 10% stronger. Additionally, your target's resistances are 15% stronger for 3 seconds when you heal or shield them.
Basic support mastery. Tanks might make use of it (the ones with self shields/heals), but they'd have to give up all the defensive stats in the green tree, especially the resolve keystones.
So what am I trying to say?
Rito, you put Tanks in the green tree, ADC's and melee carries in the red tree, and everything else in the blue tree. Because of this, way too many classes use the blue tree, meaning some will have to choose less than suitable masteries for the stronger ones at the bottom, while ADC's and Tanks are happy going full out on their respective trees. No matter what path you go on the green tree, it's still a great defensive tree. Not so much with the blue tree.