Non-standard targeted spells could be more "skillful" than skillshots
What if a targeted spell had more conditions than "if you are within this range of a champion press button"? For instance, what about a spell range that is shaped like the normal circle but with a large empty spot in the middle? Thus, the counterplay for this ability would be "get close" instead of "dodge" like it is for a skillshot. Hence, it creates a dynamic way to respond to a targeted abilities outside of "just stay away I guess" while also providing a class of abilities that can reliably hit, and thus somewhat counter, high mobility champions. An interesting dynamic for a support champion might include having abilities with ranges tethered to allied champs instead of your own position. The examples of alternate range paradigms are probably limitless. That is only one example of skillful targeted abilities, for instance, tryndamere has an ability (not targeted, but an essentially unavoidable AOE) with different effects depending on the other players behavior, namely it punishes the other player for trying to run away. likewise, counterplay can exist for targeted or otherwise unavoidable abilities by punishing or rewarding the other players decisions after the initial click. this is also significantly different than cc which just takes away certain options from the other player (trynd's shout doesn't just remove the ability to run away, it just cuts your move speed if you do, creating a meaningful opportunity vs cost decision). Another example is fiddle's drain tether, which features meaningful costs for fiddle outside of resource management and offers reactions based off of both cc and movement while still being targeted at the onset. All sorts of meaningful decisions can be made by modifying targeted spells instead of just turning them into skillshots. Indeed, some types of decision are made MORE meaningful because of their targeted nature. Yorick's ghouls are made more meaningful by the fact that they follow you instead of simply moving forward, and the counterplay comes from the time those ghouls stay active and your ability to hit them (essentially Yorick ghouls function as slow moving, target-seeking projectiles that can be shot down or escaped). The strategic component of a targeted ability is normally pre-ability usage (aka positioning). after a "set up" there is nothing the other player can do to respond. A skillshot is skillful because it includes a "set up" (ie, get in range) while also involving "prediction" (look up madlife for examples of how prediction affects a skillshot) and the opponents "reaction" (flash, movement, blocking etc). Because more strategic decisions must be made for a proper skillshot, abilities that require them warrant higher significance (a stun, loads of damage, etc) than normal targeted spells. skillshots are not ideal however because some champions (ie, high mobility champs) have significantly more response options than their low mobility counterparts, leading to mobility creep. however, by adding strategic components stemming from more complex ranges, opponent reaction conditions, or other interesting strategy modifications targeted abilities can be given more strategic complexity, warranting greater "weight" that, if done correctly, might not be overly biased for high mobility champions, or at least provide another cool component to leagues strategy.
tldr; skillshots don't have to be the only way to add skill to a moba. modifying the normal targeted spell paradigm can end up yielding just as much skill if not more than the standard skillshot or targeted spell
