How about we rework the Kog rework
I'll preface by saying I don't think the rework was bad (strictly speaking). It just didn't go far enough to make Koggy actually function in the niche that Riot is wanting to push him toward. So the goal here will be to patch up a few of the weaknesses that are holding Koggy down without removing all of the weaknesses. I'll try to avoid using any concrete numbers for the most part and on a few abilities on general suggestions rather than something specific. The idea will be to preserve as much as possible Koggy's identity as the game's adorable, immobile artillery platform.
Innate - Bio-Arcane Barrage: Kog'Maw gains double attack speed from all sources, however his basic attacks have a 50% total AD ratio against champions and structures. Additionally, he deals (base percentage plus bonus AD ratio/AP ratio) of the target's Max HP in magic damage OnHit.
Why? Because if Riot wants Koggy to be the premiere sustained damage source among ADCs, then he actually needs to be able to deal sustained damage. This would be replacing his suicide bomber Innate, which never fit his kit to begin with. This gives Koggy constant access to his main source of auto-attack damage, however his base range is still below average for an ADC. As an added bonus, this would open up the possibility of Jungling with Kog. He would be a pretty vulnerable Jungler, but with his new Innate his clears would be pretty decent.
Q - Caustic Spittle: No change. This thing already does its job.
W - Acid Rain: (Toggle) Kog'Maw Roots himself in place, gaining extreme attack range and launching his attacks high into the sky to bypass Wall skills.
Why? Want an immobile death machine? Well now you've got an immobile death machine. The Koggle-Toggle would have a significant cooldown, so if Koggy popped it in the wrong place and had to shut it down, he would be losing his range advantage. This would give him the unique ability to bypass Wall skills (which is to make up for the fact that he takes double damage from OnHit return skills and items). I'm not sure how much auto-attack range 'extreme' would be, but considering that Koggy roots himself while active, it would probably need to be quite a bit.
E - Void Ooze: No change. Maybe a bit more range? This thing already does its job.
R - Living Artillery: Kog'Maw fires a living artillery shell at long range. The base damage and bonus AD ratio of this skill increases by 2.667% per 1% max HP the target is missing. Each consecutive Living Artillery cast within 6 seconds increases its mana cost.
Why? Well, smoothing out the bonus damage would help a ton, yes? You're probably wondering why the AP ratio doesn't go up with lower target health. There's a good reason for that! The AP ratio on this skill would be significantly buffed, probably up to 0.5 at least. This would help to further resolve between AD Koggy and AP Koggy. AD Kog would have the great execute while AP Kog would have much better poke damage, allowing both of his builds to flourish.
Welp!
There you go.
This wouldn't bring back the poke-and-kite style of old Trinity Kog, but I suspect that these changes as a base-line would allow Kog to do his thing much more consistently.