Items Need to be More Specific
The items aren't near specific enough. To keep things as simple as possible, basically damage items should not give tankiness. Tankiness in itself is a weapon so adding scaling damage with it is stupid. Of course nerfing all the champs that build
,
,
, etc would just create a vacuum for other champs to fill. So you have to anticipate who will fill that void and balance that as well. It is quite clear damage champs

would therefore scale faster and have a disproportionate effect on the game. So If those above items are changed, you keep the juggernaut/bruisers that have good kits for laning strong early by also slowing down damage scaling, so both have a role. Same really goes for
on the AP side of things. This is for another thread but can't forget that safety is a very valuable trait for a champ to have.
They can be personally fun but I do not see a good place where lane assassins exist, designed to individually snowball and carry early = designed for nothing else to matter.
Lane bullying, tanking, and carrying are separate roles. Having a default build that enables all roles onto a single champ just makes the game stupid. You should be given options to build based on what the game/matchup dictates. LoL is fun bc it isn't that hard, but if it is too easy it just takes away depth and fun. Just wanted to get this all off my chest before I start playing again. All that being said, utility is great and doesn't carry :)