Changes i would think would be interesting in the future!
This is a for fun experiment, recent i made posts about what id like to see with crit changes so now im going to make a more post about changes id like to see altogether in the future, in alphabetical order
Champions

Passive: Damage changed to 10 − 70 (based on level) (+ 100% AD) (+ 50% AP) (+ 50% bonus magic resistance) total magic damage to its target and all enemies around it.
W: Damage reduction removed. Replaced with On Damage Heal Initial Healing: 20 / 35 / 50 / 65 / 80 (+ 30% AP, + 15% MR) (each subsequent healing tick is 15% weaker than the last one) (75% Effectivness against Physical Damage)

Base AD at lvl 1 changed from 65 to 68
Passive: Dismounted MS Boost from 100 − 185 (based on level) to 120 − 185
W: PASSIVE: Kled periodically enters a frenzy that grants him Attack speed 125% bonus attack speed on his next 4 basic attacks within 4 seconds after the first, with the final attack dealing bonus physical damage.
Base Damage changed from 20 / 30 / 40 / 50 / 60 to 25 / 35 / 45 / 55 / 65
Cooldown changed from 14 / 12.5 / 11 / 9.5 / 8 to 12/11.5/10/9/7.5
R: Cooldown changed from 160 / 140 / 120 to 145 / 120 / 100

Passive:
Changed to, every time Nasus kills a minion or monster or damages an Enemy Champion with Siphoning Strike he gains 5% increased healing and tenacity for 8 seconds, stacks up to 30%.
Q: Added Effect, Heals Nasus for 2% of his Max Health on Killing a minion or monster or Hitting an Enemy Champion Added Effect, At 200 Stacks Nasus' Siphoning Strike heal is increased by 200% and Stacks Gained are Halved for the rest of the game

E: Damage increased from 70 / 115 / 160 / 205 / 250 (+ 50% AD) to 85 / 120 / 160 / 210 / 250 (+50% AD)

E:
Base damage increased from 90 / 130 / 170 / 210 / 250 to 100 / 150 / 190 / 240 / 280.
Bonus Armor Ratio Decreased from 50% bonus armor from 35%.
R: Cooldown Decreased from 180 / 150 / 120 seconds to 160 / 130 / 100.

Passive: Additional passive effect, Zac cannot gain cooldown reduction, cooldown reduction is converted into Armor and MR and half that amount as a %increase in Armor and MR
Q: Cooldown changed from 13 / 12 / 11 / 10 / 9 to 10 / 9 / 8 / 7 / 6
_Additional effect _ If Zac uses his ultimate while Q1 I'd tethered to an enemy, zac and the enemy are thrown toward eachother
W: Cooldown changed from 5 seconds at all ranks to 5 / 5 / 4 / 3 / 3
E: Cooldown changed from 24 / 21 / 18 / 15 / 12 to 20 / 17 / 14 / 11 / 8
R: reverted to old functionality, with an added twist
ACTIVE: Zac bounces 4 times, gaining 20 - 50% bonus movement speed as he does so but becoming unable to use basic attacks or Abilities for the duration.
Each bounce deals Ability power magic damage to all nearby enemies, knocking them back for 1 second and subsequently slowing them by 20% for the same duration.
MAGIC DAMAGE PER BOUNCE: 140 / 210 / 280 (+ 40% AP)
Enemies can be damaged by multiple bounces, with each beyond the first dealing 50% damage and does not displace them.
Passive Effect, Adapt and Reconstitute If Zac has 150 Armor Damage from Ult is increased by 15% If Zac has 150 MR Zac heals for 15% of damage dealt from his ultimate damage If Zac has 3500 Health cooldown for his ultimate is decreased by 25%
Items
Cost Down from 3000 to 2800
Cost down from 2900 to 2800
Cost increased from 2900 to 3000
AP decreased from 75 to 70
Cost increased from 3400 to 3500
Cost Decreased from 2800 to 2650
MR Decreased from 55 to 50
Runes
Aftershock: Immobilizing an enemy champion grants 45 − 120 (based on level) bonus armor and bonus magic resistance for 3 seconds. After the duration, you release a Shockwave that deals 10 − 100 (based on level) (+ 15% Bonus Armor) (+15% Bonus MR) (+ 15% bonus AD) (+ 10% AP) magic damage to nearby enemy champions and monsters.
Scorch: Your next ability hit sets champions on fire dealing 10 − 45 (based on level) bonus magic damage after 1 second.
Slot 1 CDR: 1% − 10% (based on level) cooldown reduction to 1% − 10% (based on level, maxes at lvl 14) Cooldown Reduction
Link to my Previous Post on Crit Item Changes