For game devs: the item / mastery problem
The general problem with items is that they allow countering the built-in weaknesses of champions. The result is that interesting champions needs to be nerfed all the time and loosing identity. In another MOBA, where no items are available, the strongest assassin has no life steal which allows a high risk high reward gameplay. Weaker assassins have life steal and that offer a different playstyle.
I see that you try to offer "meaningful choices", but general items and abilities (the new mastery tree) do not help. I think each champion should have a restricted item set selected for that champion. Same for the mastery tree: each champion should have a unique set of 3 "super" skills.
Of course you don't need to design an item or skill set for each individual champion, certain champions can share certain items / skills. You don't need to change everything in one step, you can just introduce weaker version of existing items, and certain champions can only buy that.
Many times less choices offer more options.