Odd idea for Teemo
Blinding Dart (Current) Magic Damage: 80 / 125 / 170 / 215 / 260 (+80%)
Toxic Shot (Current); Note: Does not proc with a lot of on-hit things and tends to get ignored by a lot of effects that interact with on hit/DoT for some reason Magic Damage on Hit: 10 / 20 / 30 / 40 / 50 (+30%) Magic Damage per Second: 6 / 12 / 18 / 24 / 30 (+10%)
Alter it to: Blinding Dart Magic Damage: 80 (+60%) / 125 (+70%) / 170 (+80%) / 215 (+90%) / 260 (+100%)
Toxic Shot (Current) (Change it to make it work properly with all those effects instead of being ignored) Magic Damage on Hit: 12 / 24 / 36 / 48 / 60 (+10%) Magic Damage per Second: 6 / 12 / 18 / 24 / 30 (+15%)
This should have the net effect of making going "on hit teemo" or "AP teemo" feel better - your Q becomes a better nuke, and the ap caster goes straight for a Q whereas the on-hit one goes straight for the e... and maybe even W over Q, and making choices feel more important.
Something like that, anyway. I feel like a lot of free passives can be stripped out of abilities and more focus on what the ability itself does could really benefit the game - instead of it just being "You go this ability because it is optimal always, forever."