Stop the trend of making a champion every month
When only 1/6th of the ones you've made are the only one that will be picked in a competitively viable place at best.
You're trying to multitask making a new champion every month with supposed original and considerate content, relying on one guy and a team of maybe 7 guys debating with him on whether his design is balanced or creative or not.
You continue to make small patches with new champion releases in hopes that it may increase viability and synergy with other team rosters.
But you can't when you run out of ideas and have to make the next champion break your previous rule of thumb for designing champions.
Your ideas of versatility and uniqueness is putting an insanely powerful or extremely weak passive on a champion and then revolving their entire kit around it, stupid ideas like free double critical chance with no drawback, hopping around like a bunny given enough attack speed, moving around like a sociopath on cocaine
. You give these champions good passives, or terribly bad ones and because of your decent philosophy as a balancing team that you have to take 'a bit away to give back' to champions if they need tweaks you do strange nerfs that don't seem all that logical because of you're trying to turn champions into things they weren't initially designed to be. Why? Because they were given an initial role and you, the Riot Balancing Team, don't seem to really know what to do with that role. It forces you into a position with players who enjoyed said champion and then you have to force retweaks and changes wasting even more time.
Your concerned with your dollars, more than the sanctity of your game. That if you don't keep creating new content such as champions or skins, users will get bored and move on, but what you need to do is fix what's taking dust, taken months of design from previous Champion designers to create only to become virtually useless with future releases. It's not innovative to tend to the needs of children, if designs are forced to be more complex to increase viability you need to do so. Having a team of five at best to work on 'rework' designs isn't going to cut it. And that might in fact just be the problem. You're waiting for reworks to make champions viable when reworks from your staff can take months and even a year.
Basically you need to decrease the rate of champion releases and focus more on Features, not content in terms of cosmetics, features. Features that help us rather than one new champion who will force 10 others to go into a mausoleum.
You're turning this game, even as a critic to it myself, into an old apartment complex community kiddie pool.
Tl;Dr: Most of that pool is urine, and only 10-20% of that pool is the only side the older brothers will stand in.