I think I've got an idea for making Koggy a bit easier to balance
Well, a couple ideas anyway. Basically all about his scaling and base damage. The remake is fine, honestly, it just needs a few tweaks here and there so it can accomplish what Riot is looking for without going completely out of control when the meta shifts.
For W: Increase the physical damage reduction against champions from 45% to 50%. Add base %HP magic damage that scales with skill level. Change the Total AD ratio to %HP conversion to a Bonus AD ratio. Koggy has always been about that %HP damage. Sacrificing a little bit of physical for better base and scaling %HP makes the most sense when it comes to trying to preserve and enhance Koggy's champion identity. Because the skill now has both base and scaling damage, it should be pretty easy to adjust it as the state of the game demands. Too weak early? More base damage. Too strong late? Less scaling damage.
For R: Rather than dealing bonus damage at 50% and 25% HP, Koggy's Ult instead gains 5% bonus damage per 1% of their max HP the target is missing. This would make the power ramp-up smother, but pay for it by making maximum power (200% bonus damage) on targets with 80% of their HP missing rather than 75%.
Anywho! Just wanted to toss out my input as a Koggy main on what a few good places to start tweaking would be.