The game has to go back to what made it work. Which was different champs doing different things for teams. Making macro an important part of the game would force gamers to learn it or be bad. But that worked bc LoL gameplay is fun and relatively easy. This would mean games (all else mostly being equal) revolving around counters and win conditions. With new kits too loaded it makes a lot of other champs simply not matter at high level play. Often now it is more risky to take a non-carry then a carry, because so many champs that can carry can also do a lot more. For example, in solo que Aatrox, Irelia, Sylas or Renekton who can all hard carry can also serve the purpose of hard engagers simply through winning lane. Other than carrying, engaging was usually the most potent weapon in the genre like a Blitz pull or Malphite R. Pulls are so strong of spells in mobas, that usually a champ that has one only gets that, bc pulls are risk free engages. Sylas has that and everything else in spades.
But the main way to bring pro and soloq gameplay closer is to make macro important. The more you have to learn the game to be successful, the more you can balance for both. Then the really good players will not only have better mechanics, but also more awareness and creativity to take advantage of more situations. Which in tune makes it so there are more ways to be good, which means more ways to have fun. When champs individually do everything themselves, which is not how a 5v5 objective based should work, amazing players will be playing a different game then average ones. In pro-play the champs are actually utility carries to them, where they can do whatever a team needs in any game with certain picks
. Others have so many tools they are just impossible to counter or kill, making a few new carries universally very safe if the player is skilled with kb&m.
When macro is important, it is a more similar game for both, just the pros are better. Risk, reward dynamic has to be properly balanced back into the game too. Old Swain destroyed all assassins, and could be a bully but was not a carry so his win rate stayed consistent and he had a gameplay identity and a good reason to play him. If the only reason to play a champ now is he's cool, and maybe I can just win a 1v1 50/50 fight then most people will be turned off and quit. This genre and game are about creating 80/20 situations either through play or picks. If during laning Lissandra ults you and Rek'Sai gets behind you, you are dead. That is the game. Not going in and out of a cloud while having good sustain making you impossible to kill while you scale hard and fast, giving you a big reward and NO risk if you have the skill.
Simply meaning kits need less in them. Whatever the champs still do, pro will do it better, but because they can not do everything it brings macro and risk back into play. Too much in kits means great players can do everything and become safe carries, while leaving most all other champs behind and destroying the macro play. The solution is to bring back a real early game which would require nerfing or changing Runes, then shelve/rework/revert/dumpster some champs whose kits are too loaded for this type of game, and introduce real carry dynamics beyond marksmen where getting a carry fed is an important part of the game for teams. The game is more fun if you are not forced to play one certain way. Tanks should be tanks, hard to kill bullies who can kill you early especially with help, harder to kill to late than non-tanks but not much dps and more about cc and making plays. No more class metas and start doing wider champ metas.