So yes marksmen need to have their roles/strengths/weaknesses diversified for the sake of game health and champion viability diversity and team comp diversity. I agree with a lot of the stuff that u said and have been saying it for a while and I hope i can remember all the key points (I probably won't).
As it stands now Marksmen are probably one of the most stat-checky champs, and this is an issue because I thought Riot said that they thought this was bad for game health, as just like supports giving AD or AS, it leads to those with the strongest stats becoming mandatory picks and edging out competition where there should be a range of viable options.
It also creates this unhealthy balance pattern where those that are all meant to do the same thing are balanced either around whos doing well or not. In some cases this can lead to powercreep where those that aren't performing are buffed.
Instead of all marksmen being focused on being able to the same things to varying degrees of success they should have a diverse range of skills. When they are designed to all be gud at the same thing the game becomes stale which is another issue because I thought Riot was wanted to keep the game fresh, yet instead of games being unique you often see the same champs bot lane.
Not all marksmen should be good at shredding tanks, not all marksmen should be late game carries, not all marksmen should be super gud at taking objectives, not all marksmen should have BPS (in fact most of them SHOULDN'T), not all marksmen should have TOP notch waveclear. And on further more not all marksmen should get near the same level optimum use of ALL the same items. Some should be stronger on some marksmen and weaker on others, and ITEMS should DEFINITELY NOT be used to completely negate a marksman type's intended weakness. Their reliability needs to be decreased as well.
There should be advantages and counter play. I dont know where they are supposed to exist in the current marksmen but I know that they should. Overall we should also be discussing the intended strengths and weaknesses of Marksmen as a whole and why they shouldn't be able to negate their weaknesses with items. Marksmen for the most part should have good DPS (NOT BPS) and good range. These are their key defining features. Thier weakness is that they are squishy and take time to deal dmg. Thus for the most part Markmen should NOT be tanky, have access to EXCEPTIONAL HP regen, and shouldn't be dealing BPS, not even with items.
Additionally all markmens should not be good at taking care of tanks, let other classes get some of that action as well. Furthermore something should be done so that champs that are meant to take care of tanks are not ALSO gud at taking out squishies. Ideas that come to mind are increased Armor pen/armor shred the more armor the target has, increased damage for increase HP difference.
Marksmen strengths/weaknesses/roles/goals/and map positions should ALL be diversified to varying degrees. This way we can have more of a rock/paper/scissors type of game set up; where either one type of marksman or class is stronger in certain circumstances and weaker in others; where one type of marksman isn't always dominating and allows other classes room to use their strengths to fight a certain type of marksman weakness. Ah u guys all know how rock/paper/scissors works. This will decrease their reliability.
That should be it with the analysis of the issues w/ current marksman design/health and what it should be. Below are the suggestions for solutions in defining their subclass characteristics. Personally i think u split them up too much and got too specific
Sniper Marksmen
Ashe, Cait, Jhin, Varus
These Marksmen take down and pick out targets with masterful use of CC and long range abilities. They have superior ranged AA or abilities and are able to keep their distance with good setup in form of traps and CC. They would be picked to stay miles away from the enemy team and contribute with their range, providing their team with zoning ways to keep the enemy team at an arm's length. Chosen either for their pick or utility potential they are able to catch people out of position and punish them well.
In order to enhance the theme of staying at range to deal with their targets, their CC duration could be increased the further they are from a CC'd target as well as their dmg by a small bit.
Their weaknesses are lower AS, lower DPS, and lower MS. If caught without their team and abilities on CD they go down faster than most especially due to their lack of mobility as a drawback for their long range.
Siege/Machine gun Marksmen
Jinx, Kalista, Kog'Maw, Tristana
These marksmen are great for targeting objectives and taking them down FAST. Left to their own devices their high AS, and sustained DPS will melt through towers and objectives, and once the job is near completion they also pack an ace up their sleeve to secure it, or to keep on going once its done. They are meant for mid-late game. They have the highest potential DPS but they need time to ramp up the damage over time, thus need an ally or team that can cover for them or they are not much of a threat as they will be forced to disengage or die. They are also great for dealing with slow Frontlines with heavy resistances. Their weaknesses would be their shorter AA range (500-525), large dependence on allies to protect them to do their job, lower AD, and their one target at a time nature.
Ranger Marksmen
Ezreal, Lucian, Vayne, Twitch
These Marksmen are picked for their ability to get in or out of fights. They rely on navigating through enemy lines/outside of them to get in a position to strike. They are great at dispatching squishy targets with their high AD but should struggle against meatier threats. They'd play more like Slayers having good target access with their mobility making them elusive and self sufficient. They are best when they can surprise the enemy and get the jump on them with the first hit. They have ways to outplay the enemy team but they would lack the tools to fight when they're being caught off guard without a team and by themselves. With out their mobility they are even weaker especially to CC. They are strongest around mid game. Their weaknesses would be having the least range, and significantly decreased DPS if many abilities are on CD. Without their abilities they generally have less AS as well.
Shot Gun Marksmen
Miss Fortune, Draven, Graves
These marksmen deal high amounts of damage in fasts bursts in LARGE areas. They would have the highest flat damage and potential burst against groups of enemies. They'd be early game bullies that focus on gaining a lead and then winning off of that. In order to emphasize their dependence on AoE dmg, their AoE dmg could be increased while their AA dmg decreased, while increasing their AA dmg on targets affected by their own AoE dmg. Their weakness is that outside of weak MS buffs they have no mobility and with low resistances are easily taken down and that while they can snowball they do not scale as well into the late game as other marksmen/ADCs. Additionally they have low AS speed.
Corki, Graves, Sivir, Kindred, Quinn, Xayah are all pretty unique which is why I guess you didn't mention them. Its worth mentioning that they all (Xayah excepted because she's new) are not seen much in the bot lane anymore and that's because (read: 2nd paragraph)
Balance Changes that sure occur whether its to solidify a marksman's subclass or not
Cait
Her passive shouldn't work on turrets, it should have a high CD that goes down with autos so she has to wait for the right shot like a real sniper. AS needs to go down as well.
Vayne
Q shouldn't work on turrets.
Sivir
The W bounces shouldn't crit if the initial target is crit, each bounce should have its own crit chance...if it should get crit at all
Her W should be changed to: her AA deal dmg on the way to, a short distance past the initial target, and on the the way back, but only deals 5% dmg to all but the primary target. When Sivir's MS is temporarily buffed her AA's always travels the full range (travel time doesn't change) and she gains AS.
Her W and passive should be switched.
E: Sivir spell shields her boomerang, not herself. This way she can save allies from skillshots.
Xayah's
The E shouldn't crit
Tristana
The passive is unhealthy, as she is one of the safest marksmen, one of her ability passives can become her new main passive. Ult shouldn't be unit cast. Her AD is too high.
Twitch
Crit needs to get reworked or removed as an item stat
R shouldn't crit on all targets, only the one being clicked on
Finally Marksmen should no longer be a synonomis term with ADC, a melee champ should be allowed to be called an ADC as well, ADC should be an umbrella term not a specific term.
Champs that I would like to see go bot that are not markmens would need a few key things to be successful tho: Armed with situationally powerful defensive or HP Regen tools to survive in the fray, along with extreme sustained damage to cut down even the most durable targets. People who meet these suggested requirements are:
Illoai, Rengar, Fiora, Jax, Master Yi, Riven, Yasuo, Mord, Irelia, Kat, Diana, J4, Panth, Vi Xin Zhao