Putting the last quote in front because the rest follows from it:
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I've interpreted your comments and ideas as removing the importance of stats from the main focus of itemization and incorporating Runes and Summoner Spells in order to divorce "stat gating" like "Crit scaling, Armor scaling, MR scaling" and so on to encourage "item build diversity" by allowing more effects from Summoner Spells and Runes to be more widely available that everyone can purchase and not just have item groups "intended" for certain classes of champions which end up balanced around those items as shown by the points you've presented.
Right?
That only goes up to part 2 of that 4-part post on how League's customization should evolve, so not really. Part 3 in fact goes into detail as to what issues would arise in an environment where the only way to add effects beyond your champion's core abilities was by purchasing items. Part 4 thereby concludes that items, as well as stats, are fundamentally flawed in League, and that the game would need to move beyond an item- and stat-based customization system in order to give champions the build diversity they deserve.
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There's also commentary I added after posting my last comment via an edit that you must've missed since you opened the reply before I edited. It questions the "adjust champions and stats overall" portion.
That's fair, and my answer to funnelling stats back into champions is that I think essential stats should be part of a champion's base stats. If a champion absolutely cannot function without health, AD, or AP, then obtaining that stat is already not so much a choice as it is an imperative, so it should be a given to begin with.
With particular regards to levels, stat growth, ability ranks and so on, I think leveling is itself part of the game's customization systems, and I dislike it for many of the same reasons that I dislike stats on items. Gaining raw power doesn't really contribute more options or gameplay, but does tend to contribute to snowballing, which I dislike for a whole bunch of separate reasons. Additionally, the choice suggested by being able to rank up abilities is usually anything but, and Riot themselves have designed kits in such a way that Q is a reliable first max, and maxing R is intended to be mandatory whenever it occurs. It forces abilities to be loaded with scalable effects as well, and to work independently of each other in spite of being on the same kit, so in many ways League's current leveling system is restrictive to champion design. I have absolutely no desire to make the game more snowbally, and so would not want any kind of major power to be given through base stat growth.
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"In fact, I find your system to stifle diversity even more than now, as it would lead to champions only being able to fulfill one role. Tanks would need their "naturally large health pool" to survive burst, but wouldn't be able to opt into different roles like full AD or AP.
This isn't really true, though, and can be seen even in a game like Dota, where stats are less important than unique item effects. Assuming that we remain in an item system (which, again, I'm not in favor of), giving champion kits the basics they need to function, but then also giving them access to powerful item effects that can complement various different playstyles (an offensive character could itemize more defensively, or vice versa), could allow for much more flexibility than the current, increasingly inflexible stat system.
However, as stated previously, I do not in fact believe that the ideal customization system for League would be one based on items. I think an ideal system would be one where each champion had their own, tailor-made customization options, so that you could truly decide which playstyle you'd want to use for your champion, and have a guarantee that this playstyle would be completely adapted to the kit you're using, rather than just the champion's abilities plus a bunch of effects used identically by dozens of other champions. In terms of stats and whatnot, this could also mean that if you wanted to play a champion as a burst mage, and selected the option(s) for that, your champion would have the stats and effects they'd need to do so successfully, and in a manner that would fit them the best. As an Ahri main, would you not want a tailor-made burst mage build for her that would afford her, say, more frequent and longer-ranged dashes, plus much stronger innate sustain, without having to sacrifice her core ability set?
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That's what it certainly sounds like you're trying to achieve.
Okay, so first off, in the very passage you quoted, I stated that changing stats on items would require adjusting champion and stats overall in compensation. This was, in fact, the larger part of my sentence there. Secondly, that was the conclusion to part 1 of a 4-part thought process on how I think League's customization systems should evolve, with the end conclusion being that the best customization system for League would be one that would be neither stat- nor item-based, but that instead relied on tailored options for every champion.
Just to be absolutely clear on this, I don't think it would ever make sense to just take stats out of all items and not make any other changes to the game in relation to that. Of course that wouldn't work. Of course the game wouldn't function right if every champion ended up being put on a severe statistical deficit and only had their levels to pad their numbers. That's not what I'm asking for. What I absolutely want for League's champions are a) great build diversity, b) great gameplay health, and c) ease and clarity to balance, or at least far more than right now. If you do not disagree with these values, or believe these are incomplete, please let me know, but otherwise I think we're on the same side here.
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So, what, do you think everyone should just do "damage"? Nothing to separate AD and AP champions, and allowing Tanks to buy a catch all defensive stat?
Let me ask you a question: what is the difference between AD DPS and AP DPS? What about AD burst and AP burst? Put aside the arbitrary stat you have to select to block one type of damage but not the other, and there functionally isn't a real difference. This is why I dislike damage types, because they don't actually differentiate different modes of damage output. The real different damage types are burst versus persistent damage, and that is what tanky specialization should focus on.
Again, I don't want League to depend on stat purchases, but even in a world where the only tanky stat out there was health, that should not be such a catch-all stat, because static health reserves are (or at least should be) innately strong against burst and weak to DPS. Conversely, the ability for tanks to be strong against DPS and weak to burst is a form of specialization that has been heavily unexplored, which is a shame because that lack innately favors DPS champions (namely marksmen), and automatically means any kind of durability is bound to be anti-mage durability by default. This I think needs to change, and I think a League with less stat-based snowballing is one where some tanks could be sustain-based, rather than raw health-based, without running the risk of going overboard and becoming unkillable if they get too far ahead (again, because in a world without stats, there would be no stats to overscale on).