Kassadin changes that should be considered.
Whether you've noticed it or not,
is currently falling out of the meta despite the buff to his ultimate. With Deadman's Plate and the changes towards the Juggernaut champions, his current mobility is quite low compared to how it is supposed to be. I've been playing a few games with different match ups as Kassadin and I feel as though his is still in the same spot before receiving the buffs.
The changes that should be considered are:
General stats:
HP per Level >>> from +78 to +84 (buff) (this will regain some lost hp from RoA so that he isn't being deleted so easily late game, and to also balance out the armor changes below as well)
Base Armor >>> from 23 to 25 (buff) Armor per Level >>> from +3.2 to +2.7 (nerf) (This will lower his base defenses against AD assassins and fighters late game but also make it so that he isn't destroyed early game by someone like Talon @ level 1~3 though the change is quite small @ level 18)
Attack Damage per level >>> from +3.9 to +3.5 (nerf) (I feel like this change is needed so that his late game with Lich Bane or Iceborn Gauntlet loses some damage so that he isn't dishing out large bursts with W) Base Attack Speed >>> from .640 to .665 (buff) (this is also needed so that his W's passive could be used more effectively for farming early game or if someone wants to go an attack speed/on-hit build with Kassadin with all of his focus being on his W)
(this part is going to be unique and I feel it is necessary to do this so that Kassadin does not get left behind after 5.16) Base MR >>> from 30 to 31.25 MR per level >>> from 0 to .75 (not the static 1.25, but Kassadin does need to have some form of MR scaling while having his base level 18 armor nerfed so that he can be naturally comfortable vs mages while having to worry about his counters)
Base Movement Speed from 340 >>> 345
W: Nether Blade Passive: base damage changed from 20 >>> 25 active damage: changed from 40/65/90/115/140 (+60% AP) >>> 40/50/60/70/80 (+70% AP) -- yay for having Q/W/E with the same scaling! CD: reduced from 9 seconds to 7 seconds. (this way, his strengh between using riftwalk and W is increased by a small amount)
R: Riftwalk (his mobility desperately needs to be increased while his damage could/should be slightly lowered to compensate) Range: 500 >>> anywhere between 600 and 675 (his mobility needs to be increased to compete against champions who build deadman's plate and have movement speed boosts and also against the new GP and MF since they are naturally at a high movement speed as well. I have been playing games with him vs the new Skarner, Garen and Darius with Deadman's plate, and it's extremely difficult to escape even if i hop over walls. Kassadin is supposed to be able to escape or catch someone in a long-running chase, not the other way around... he has fallen behind when it comes to mobility.)
Mana cost: from 50 base to being 60 base (from 800 @ 4 stack to being 960 @ 4 stack) for more mana risk to deal damage.
Other than the fact that his mobility needs to be increased to be able to compete against mobility champions and bruisers/tanks that build Deadman's Plate, these changes seem necessary simply to strengthen Kassadin's early game but make sure that his late game is not overbearing (Kassadin should be a high damage dealer who resists considerable magic damage from mages but has to worry about the AD assassins that would be a major threat towards him). I know that this would seem like a lot of work and may not be considered, but this really seems to be necessary or else he is going to be put in a weak spot yet again.