Of artillery platforms and machine guns
This is a Kog'Maw remake.
The basic reason behind said remake is to free up kit power that's locked away in the least interactive portion of his kit, his W range steroid. There's no meaningful choice when it comes to using the W active. Is there someone you want dead and it's off cooldown? Then pop it and start shooting. Koggy has a niche because of this ability, but that niche is so narrowly defined that champions who skirt it (notably Trist and Jinx) easily shove him aside.
Right now Koggy is a tank-busting artillery platform that's also a long-range machine gun sometimes. This goal of this remake is to remove the long-range machine gun part and focus on the tank-busting artillery platform part. If you want a long-range machine-gunner then grab Tristana. She does a better job of it whilst being much safer to boot.
That said, on with the show!
Innate - So Empty: Kog'Maw deals bonus magic damage on his single target spells and auto-attacks equal to (small base amount) plus (percentage of his MISSING mana).
The reasoning: This Innate gives Koggy a really interesting mechanic to play with. The closer he is to being OOM, the more damage he deals. Thus, Koggy will want to strike a balance between having enough mana to use his spells and enough missing mana to optimize his damage. His Ult gives him a really unique tool for leveraging his mana level quickly.
Q- Caustic Spittle: Kog'Maw gains passive attack speed. Kog'Maw gains passive flat hybrid penetration.
The reasoning: In keeping with the idea that Koggy is going to be more about artillery and less about machine-gunning his attack speed goes down a bit and the oomph of each attack improves. As an added bonus, this would kick up the power of his Ult a bit. He might not even need base damage increased as a result! And for the record, when Koggy was originally released his Q didn't give attack speed, it granted passive armor pen.
W- Bio-Arcane Barrage: Passive: Kog'Maw deals bonus magic damage OnHit equal to (percentage) of the target's Max HP. Active: Kog'Maw gains (a whole lot) bonus range, converts his damage to magic, and applies his Innate twice on his next basic attack.
The reasoning: Here's our new artillery skill. It would start off with a highish cooldown at level 1 (think Volley) to prevent too much early, unavoidable harass and quickly scale down to a very low value at level 5. The precise cooldown at level 5 would be a really important lever for Koggy since this would be the main means of gating his DPS at long range. The goal here is to face Koggy with a meaningful choice. Move into close range to get higher DPS or stick to long range and sacrifice damage for safety. A couple important points to note: this ability would be an attack modifier, NOT an attack reset. It would also need to have a non-negligible mana cost. And finally, like Poppy's Q, it counts as both a spell and a basic attack which is what allows it to proc Kog's Innate twice.
E and R are unchanged since they both do their job really well already, barring any numerical tweaks that might be required due to other changes.
So there you have it, a remake meant to emphasize the most unique portions of Koggy's kit while reducing the impact of the choiceless parts that tend to get abused in high level games and result in nerfs for poor Koggy. These changes would provide Kog with a unique and generally applicable niche that I feel would be more easily tunable for Solo Queue than his current state.