Items that need to be looked at during the pre-season
I think LoL's major issue with item balance is that a lot of items are just noob traps that people rarely build ever. This ranked season is almost done, but the adc rework is coming up in the pre-season, and some items need serious looking over so they aren't horrible buys 9 times out of 10.
: Basically "The Kalista item". Attack speed without crit ruins this thing.
: A ton of good stats with no synergy, it's just a mush of things that bait noobs into buying it without any real regard for what makes a good item, thus wasting the stats. Yea, you can sell boots and buy it, but who in their right minds would be playing late-game without Homeguards, the most overpowered boot upgrade in the game?
: Nice effect. Terrible cost. Right now hardly anyone would ever think about building this thing when it'd actually be beneficial because it doesn't add much to tanks and fighters, who already have good cc in their kits, and it takes forever to build on adcs who'd actually want a slowing auto-attack that doesn't get passed on to your killer in the first place. Ya might as well build Furor's enchants and call it a day.
Short story: These items suffer from being WAY too niche. Hardly any champ in the game has any business building these items competitively. LoL needs less items that are either too good or too bad, and these are items that I think fit the latter category.
Waaaaaaaaay too strong on quite a few champs.

waaaaaaay too strong on quite a few champs

could use a little fine tuning to bring it more in line with its ap equivalent
, and it is just to strong as it is anyway.
except for AD / AS users, but would be unbearable if gotten too early unlike it.
, but even other champs can make a use of it, but it is not something to buy early. It helps with team fighting and wave clear mostly, and would probably become more prevalent later on. If you have some core items already, it is KIND OF alright to build it. Since it is something more built for Marksman, I would assume that they would already have some form of critical hit chance considering 
is in their builds. I don't see how it can be changed much either.
Getting rid of the passive defeats the purpose, and the only thing I could think of is if they were to tone the attack speed down and give it attack damage / crit.