Season 8 Wishlist
Or basically every change that should happen after 7.18, even a hotfix halfway though the patch but not applying to proplay would be a godsend.
Marksmen item rework/adjustments
Crit changed from RNG mechanic to just deal X% more of your AD per auto attack. This bonus damage is increased/decreased by Crit multipliers multiplicatively, so only having IE means you deal 130% of your AD per auto (100% AD attack, 20% Crit increased by 1.5x). Also means ADCs who don't buy a lot of Crit are worse late game, as they should be. Unsure how this affects Omen mathematically. Works exactly how you think for modified Crits, Shiv, and abilities that can Crit. Also means Tryndamere isn't 100% RNG.
Interaction removed. Like Hydras, whoever is in the highest slot takes priority.
Damage reduction reduced to 8%. Attack speed reduced to 40%.
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-5 AD
This is supposed to be an early game item for Lucian and Draven, but instead it's a late game item for Sivir and Xayah. A lot of dislike them having 30% because they have super strong abilities. Change it into a 3000 gold item that builds form Cloak + Pickaxe + Warhammer that gives 60 AD, 20% crit, and 20% CDR.
Loses 5 AD and cost lowered to 1150, just to make bot lane now snowballing and equalize with Pickaxe + Longsword for ER users.
Passive damage increase reduced to 12%. Maybe increase health difference ratio.
AD reduced and cost reduced. Also DD's DoT convert reduced to about 20%.
Changed so that it doesn't have Phantom Hit (which makes it impossible to balance with BoRK and Kog'Maw) and also works with melee champions again.
Melee only
Nerf. Only ADC that seems broken on kit alone.
Basically reduce late game power of ADCs while keeping a decent cost curve.
Mage Item Powershift
+200 cost (Cheapest and strongest laning phase item)
Loses about 10 or 15 or 20 AP. Not sure why the mage update gave this item an extra 20 AP for about no reason.
Reverted to pre-mage update so it's a laning phase item again and not a toggle mage only item. Would seriously make GLP and RoA viable on so many more mages.
Gives +5 AP per stack instead of +4 AP (so it caps at 110 AP, rather than 100).
Lower cooldown by 20 seconds. Better midgame power.
Cost down 100 or 200 gold, increase passive's AP ratio to 20%.
Stats up, cost up, don't change passive.
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Cost down probably by 400 gold, make it lose 10 AP to compensate or something. (400 is a lot of gold; just trying to make sure no class can be too overpowered late game.)
Add an Amp Tome to the build path just to make it easier and smoother to build. Maybe +5 AP idk.
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Probably just rework Tear so you gain stacks based on the ability's mana cost.
Nerf.
Not triple his E AP ratio (20% -> 60%) next patch.
Less power in Morello. More in everything else.
Tank item power adjustment
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Probably buff the DoT damage against champions, but please not too much.
Nerf so DPS mages aren't balanced around another item being too strong.
Grievous Wounds removed. Reflect damage against melee champions is halved.
Buffed
Price increase, stat increase. This should be the late game, big tank item.
Heavily nerfed. Self damage reduction now reduces True Damage.
Nerfed
Buffed in mana costs
Reverted. CC chaining has now been proven as bad design.
No opinion
I'll get to support items later.
Assassin item change
Out of combat MS reduced to 30, AD increased to 60.
Reverted to release state, then ArmPen changed into 18 lethality and AD reduced to 65. (Assassins want damage to ASSASSINATE, not CDR.)
Probably just +5 AD.
Preemptive nerf. He'll probably need it.
Just straight buffs and Duskblade to actually do it's role's job.
Junglers, Supports, and Kill Gold
Currently it's 300 gold to main killer plus 150 to each assister, meaning it's more effective to gank than get a solo kill in total team gold. Instead: 350 gold to the killer, and any assisters gain 50 gold and also reduce the killer's gold by the same amount. (Future changes help rebalance this a bit.)
Jungle catchup XP reduced to 40-45 per camp per level (from 30 per monster per level, which made Krugs give 300)
Changed to 375 HP and +15% bonus HP, cost reduced to 2475. (Compensates for loss in assist gold.)

Cost reduced by 100. Bloodrazor's onhit damage now applies lifesteal (like BoRK).
Cost reduced to 650 gold, charges reduced to 2.
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Charges reduced to 3. Eye Stones prices all adjusted to 2100 (Ruby stays the same).
Recharge time reduced to 140-60 seconds from 180-90 seconds. (Changes carry over to Farsight Alteration respectively.)
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Gold generation reduced.
Onhit damage/heal reduced to 15, attack speed reduced to 15%.
Damage reduction/partner healing reduced to 8%.
Costs reduced, stats (and potentially effects) reduced. Other classes stop abusing.
Passive nerfed
Shield nerf revered, Polymorph nerfed.
CC nerfed. (Pickban right in competitive btw)
Supports are no longer scaling so well into late game, making ADCs weaker, and assassins/bruisers stronger. Getting kills with jungler camping is no longer stronger than a solo kill. Having a jungler advantage is meaningful. Finally, warding is everyone's job.
The Map and Bruisers
Baron health increased by 2000. Baron Buff no longer gives empowered recall (thus making it much more risky to take, also means they can't invalidate a splitpusher).
Dragons rebalanced. Gains +500-1000 more HP (except Elder). Ocean buffed at later stacks; Cloud buffed; Mountain unchanged; Infernal changed to +8% damage dealt (so it doesn't only help ADCs and Mages specifically, but bruisers too).
Towers buffed in health and a bit in armor.
Shield buffed by decaying less and lasting longer. Shield threshold massively reduced at later levels.
+5% tenacity
Passive removed. Gives all stats on purchase.
Reworked into a good item.
-200 cost.
Passive shield gains BONUS HP ratio. The item lacks power and scaling for bruisers.
Given back
Rework not fucked up.
Nerfed/not buffed next patch because nerf Bramble instead.
Buffed
Counts as a melee champion. (Halved damage from Bramble, can use Titanic.) He sucks, throw him a bone.
Basically give bruisers new items too since they lost their class update, despite everyone else getting one and new items.
In short, undo everything that put us into this Tank Hypercarry meta and also makes bruisers not garbage. Support items no longer broken and usable by other classes. ADCs powercreep reduced, and support powercreep reduced. Assassins buffed and bruisers buffed. Tanks nerfed and given a bit of compensation. Basically the game revolves less around ADC, though it probably will still, just not so heavily that I don't want to play a normal game anymore. I just want a balanced meta.
As a final note, do not make keystones be the center of balance changes entirely when we have every issue in champions and items and the map I've already presented.