Improving Heimerdinger
With the release of Azir, another zoning based mage the disadvantages of Heimerdinger have become clear again: While their low range is completely justified Heimer's turrets die are much too easy to kill. In laning the long cooldown on his W doesn't allow him to protect his turrets while his enemy easily destroys them while staying out of their range. Lategame, in teamfight, the get simply blown up by random AoE. While they theoretically live much longer than Azir's soldiers - actual gameplay turns out differently. The long stack cooldown doesn't help either. (Not to mention that Azir's Soldiers have three times of the damage AND are AoE) Furthermore Azir can reposition his units.
Maybe it's not fair to compare his turrets with Azir's soldiers since they can be used at wards, but in teamfights both serve more or less the same role. With Azir being much more consitent and reliable.
I might be going ina wrong direction here, but I'ld like to hear your thoughts on Heimerdingers state in the game. I will add several unrelated quality of live changes in following posts, feel free to up- or downvote them if you like :)
Either way there's one important bug that has to be fixed: Heimerdinger's turrets often fail to autoattack your target which makes all-in situation very random.