The main reason this game will never become balanced/ the playerbase wont be heard.
Its a Chinese owned company,
not trying to be racial but its true--if it was a Canadian owned company this game would be fine. The game is highly influenced by the profit model, and these businessman wont care about you being addicted to a game that is toxic and unbalanced. They can care less about your game-play experience.
This has become very obvious throughout the last few seasons where the champs that got good skins were literally OP(and kept strong for a long time) and it was beyond obvious to the player base. If you've ever been on a 'mainsreddit' for your favorite league of legends champions that have been reworked, you will see how the player-base is ignored. MOBA's as a genre are slowly on their way out of the spotlight as battle royale's take over the scene, the corporate few at the top realize this and in order to keep their pockets safe they will cash cow this game untill it dies. They will keep those of us addicted to this game as their 'prey' in a way. By having the matchmaking system systematically trying to keep our win chance at 50% not by balancing teams, but by flipping the mmr gaps every other game to favor your win 1 game and favor your loss the next. Keeping us the players attached to the game longer in return, also you don't have to be addicted to league be a victim of this strategy. Lets not even talk about the mmr gap width in promo games.
But i recommend a few things.
Balance most of the game around gold2 mmr+keep the pro-scene balancing in place. But when it comes down to trying to find out which champions are problematic to the game focus on the win ratios and strategies on the people maining that certain champion at gold2+ mmr. Also balance the champions in a smarter way. There have always been a lot of attempts to balance champs with little avail. Mostly needing various buffs/nerfs to stats/ QOL over time.
*First let me explain why the game keeps getting worse over time. More factors are added over time. Changing the game in one minor form can have various expected/but even many more unexpected consequences. because there are so many champions.
1) Don't buff/nerf items or parts of the game non-related to that champion. It'll create more problems along the way, because it will effect other champions.
IF you are going to buff nerf parts of the game non-related to champions. like lane states/creeps/JG/towers/runes/items/rifts/dragons you need to take everything into consideration and have a team full of RAINMAIN to math it all out.
2) Prioritize QOL changes on super weak/super strong champions.>just stat changes. If a champion seems to be overbuffed or overnerfed/ revert the changes and test out redistrubuting power to the rest of the kit from where their core strength lies/into thier core strenght
3) Slowly over time start to emphasize weaknesses of problamatic champions. By giving champions Obvious weaknesses. No champion should have too much safety/outplay. akali like 1+ nerfs ago/rengar perma hops/talon perma hops---(now before you see this as a complaint about rengar/talon. some1 get me the gold2+mmr winrates/ average kda of rengar/talon mains--nuff said). Alot of winratios are skewed because of the skillfloor of certain champions are high. Riven is kind of an example of this she was once lowest winrate in all roles but still got nerfed because of high level rivens. except riven can be played well at a relatively lowskillfloor. So pretty much rengar/talon are higher skillfoor-but lower skill-ceiling. All three are examples of the base winratios being a skewed view to rate how op a certain champ is. The most current way i can explain this is there is a skillcappedchallenger video on youtube explaining why qiyana is the best jungler even though she has the lowest winrate.
4) Stop giving tank champions so much love. My main argument here is alot of tanks do too much damage. Plus they have alot of utility/tend to provide alot of utility to a team. ranged opponents shoudlnt be beaten by tanks every game just because tanks get mad that they got countered by ranged. Champs that are bruisers shouldn't be able to stay over 75%hp in 1 v 1's or in teamfights. A good example of this is olaf, even though currently op the fact that his 'bruiserness' takes into effect the lower hp or the more at risk he is. Tanks have so many cdr routes/inexpensive itemizations
5) Recently you guys are trying to combat smurfing by reducing the ranking of thees said smurfs/despite them having a mmr reflecting of maybe 1-2 tiers above their rankings. I hope this truly has little to none effect on the average league player. But If you really want to combat smurfing you will have to remove the duo aspect of solo/duo ranked. Or add purely solo ranked game mode. No explanation needed here every booster/smurf tends to play with another high elo friend.
6) When these balance changes start taking effect there still are so many champs 'factors' to keep an eye on. When one op champion gets nerfed another champ will be in the limelight, but there's no need to gradually nerf everything over time instead bring much weaker champions up to par slowly. Make laning feel like actually skilled match-ups.
7) For players who want a much more simple/more legitimate balanced way of playing games. You guys can make a ranked mode that rotates a pool of champions that are balanced/ are not per say too weak against each other. Id say rotating this pool of champion for this game mode every 2 weeks.