Mage balance?
The last thing they need are items that grant them about the same amount of AP as their offensive items yet give them a ton of other stats
. Point being: they only need like 3 core heavy AP items like penetration to blow up a marksman from a safe range using forgiving AOE spells. I'm not even going to get into "well X is stronger than Y" arguments. They don't have to be the best in their class, just remotely relevant enough to assassinate someone without incurring high mana costs or some sort of risk in return.
look at this thing; it grants grievous wounds for free, and essentially turns on a mage's inner URF mode. At least marksmen have a 550 average range, which isn't much to go by considering how extremely dangerous the game has become, with a lot more cc and is much less forgiving to mistakes without getting bursted down. Not to mention their items (aside from crit, admittedly) aren't anywhere near as loaded. Lifesteal isn't going to save anyone from getting hit by a mage's ultimate if you die in 0.6 seconds.
SO, on that note, why not convert some of their damage to maximum health % dmg? They'll still be some threat to squishies, without having the capability of nuking them as quickly later into the game, yet can still chunk tanks, juggernauts, bruisers,etc and be relevant.