As someone who mains Azir, he has big problems in the mid game where most mid lane carries scale.
Mid lane carries are essential for the early 10-25 minute vision/dragon/baron control. They enter fights with either the element of burst, or AOE because their lane is central to summoner's rift. If you look at most teams that surrender ~20 min and see the highest dmg dealt to champs; it is almost always the mid lane using their level advantage and high mid game damage to reach the top of the charts.
Azir lacks both of those elements (early on).
All of this being said, Azir's W attack range is not the problem, in fact this offers counter play to what I think is a broken champion.
Nashors lets you land 2 soldier attacks once they are slowed by the Q, even after the range nerf. (over a 1.0 ap ratio if you count x2 soldier attacks)
The problem is Azir's W placement range. IT IS SHORTER THAN HIS AUTO ATTACK!
In order to place a soldier on top of an enemy with his W, Azir has to be almost melee range.
Most of Azir's damage is placing a soldier directly on top of an enemey, attacking, and repositioning with Q when they run away, and attack them some more.
I find myself building Rylais/Abyssal most games, just so I can get in range to Actually spawn a soldier on an enemy.
So yes Buff to Azir's W placement, not the attack range, as that would make him broken just like before the nerfs.
I was hitting 50-70k Dmg dealt to champs with the old range.
Soldier auto attacks are definitely Azir's main source of damage.
Compensating for low soldier attack range, buff his Q base damage, or give his ultimate a higher base damage so he can effectively Burst like a real mid laner should.
Please, please, please do not touch Azir's Ap ratios. They are balanced
Lets reiterate,
Buff Azir's W Placement range Not Soldier auto attack range (it needed the nerf)
Buff any base damage just with one of his skills so he can have an effective mid game
Fix implied range!
Fix soldier spawning inside of walls!