Riot's design team really shot themselves in the foot, but I have a solution for that
When applying to work for Riot, they ask you a simple question. (Or at least last I checked)
"Which champion do you feel is unbalanced?"
At first my thoughts go to Yasuo, because he's fcking Yasuo. But that got me thinking about all the other extremely broken champions, like Pyke, Senna, Akali, Yuumi, Irelia, etc. Now, a lot of the champions might not be as strong as they once were, but they all have a common problem. Their kits are completely overloaded, making them near impossible to actually balance. And it would appear Riot has no intentions of fixing that.
So instead of nerfing champions damage, durability, or sustainability, I instead Riot implement a Game Bible. This would contain rules and regulations when designing champions or reworks. It would also strongly help in making champions much easier to balance. To gives an example of how this would work, here is the first rule for the "League of Legends Bible"
The Triangle of Balance
At each end of the triangle is a trait a champion can have: Damage, Durability, and Utility. When reworking or creating a champion, you can choose only 2 traits.
Damage is the most self explanatory. It details how much damage that champion is meant to dish out. A champion with this node is meant to be a damage dealer in some way, whether it be Assassin, Juggernaut, or ADC.
Durability is how much damage the champion would be able to sustain, heal, or prevent. A champion with this node can create large shields, heal good amounts, or is overall just REALLY tanky.
Utility is a bit of a complex area. In this node, a champion with Utility would have a single dash/blink, and some form of CC. (This doesn't apply to speed boosts though)
Combining these 2 traits creates the following classes:
Juggernaut (Damage + Durability)
Assassin/ADC (Damage + Utility)
Tank (Durability + Utility)

With this knowledge in hand, we can start to notice that a bunch of champions right now that actually violate this rule, meaning that they have all 3 traits.
Heal and Damage Red (Durability) On-hit Q, and her passive **(Damage) ** Q Dash resets, (Utility)
Shield and Windwall (Durability) Double Crit and 50% armor pen on crits (Damage) Endless E Dash, and Ulti teleport (Utility)
Shield on her E though to a lesser extent compared to the aforementioned champs (Durability) Runic Blade, also her execute and damage combos (Damage) and her 4 dashes x3 Q and E. (Utility)
Shield and Life steal, like Riven, lesser extent to this compared to the other champs (Durability) Execute on his Q, plus having high damage scaling with R (Damage) and 2 dashes on his Q and W, once of which is a warp hop (Utility)
There are some other champions that violate this rule as well to a much lesser extent, but these are the most notable examples.
All of these champions I've mentioned are seen as completely overloaded, or overpowered. This is because they violate that basic principle of balance in that they are designing to precisely designed to be good at everything. Assassins are meant to have high damage and mobility, but they have really low durability. Tanks are meant to be hard to kill and provide CC for their team, but they don't do reliable damage. Juggernauts have high damage and durability, but they suffer from having difficulty getting to their target. (Though Flash has shown to reduce this problem a bit) All the champions above do not apply to this however.
After that very large section, the rest of the bible would be relatively simple:
-No champion can have more than 1 dash/blink, or a single Dash or Blink that can be cast in rapid succession (Nidalee, Yasuo, Kassadin) -No champion can have an ability that ignores game mechanics (Akali's former ability to stay invisible to turrets, Pyke's ability to give full gold) -No champion can be invisible forever (Evelynn and Teemo) -No ability can have more than 2 unique effects. (Yasuo's Q scales with AS, treated as basic attack, and is a knockup) -No ability can have no cost. (Riven, Garen, Katarina, Yasuo) -No champion can be balanced based on bias (Riot's favoritism) -Any champion that violates the Triangle of Balance will be given a rework of some sort. Whether it be big or small. (Some champions will need a small fix. Other's will need a large scale rework)
And with the above rules and regulations in place, balancing the game will become much easier, allowing the overall gameplay experience to improve.
P.S. You may have noticed that I used Yasuo as an example in a lot of these rules. That's because Yasuo is a *really good example of poor game design.