Can we take away some of the utility and safety of top tier champs without hitting damage numbers?
Hitting their numbers doesn't really solve any of their actual problems especially when most top tier champions are known for their damage and their play patterns. Taking away the extra bonuses, aka trimming the fat, could make them healthier without just destroying them completely.
The general goal is to make them harder to play and less safe overall, and if they are picked for them to be picked for being their particular playstyle or champion and not because of the extra fluff their kit provides them.

- True Sight on Q removed but remains on E
- Missing Health damage on Q2 removed
- 5/10/15/20/25% Spellvamp on W2 removed but it still has 5/10/15/20/25% Lifesteal

- 10/14/18/22/26% Armor Reduction removed on Dragon Strike (Q)
- Passive Armor and Attack Speed removed from E Flag
- Attack Speed Aura on E Flag removed

- Passive no longer triggers on Minions or Monsters
- % Bonus Attack Damage removed from W
- W Energy Restore reduced to 20 at all ranks from 20/25/30/35/40

- Mega Gnar no longer has increased Health Regeneration or Resistances
- Mini Gnar W now has a 12/11/10/9/8 second CD per target shown with an indicator beneath them for only Gnar to see
- Mini Gnar E no longer grants Attack Speed
- Ultimate damage does not increase by 50% if enemies are Stunned into a Wall
- Ultimate does not Slow targets if they are not Stunned into a Wall

- Passive awards 8% Tenacity per nearby Enemy Champion instead of 10% at 1, 25% at 2 and 40% at 3
- Passive Health per auto on W removed but the Healing on Active remains
- E stun now scales with Irelia's percentage health, going from .75 at 100% to 2 at 40% health
- E no longer slows

- Can no longer end her R channel early but the total time to reach max heal reduced to 2 seconds from 3 seconds

- Cooldown on Q ends after the 3rd cast rather than after the 1st cast
- Bonuses from Ultimate end when she uses the Active