Heres a thought about CDR
Currently CDR is waaayyy too common in most items. Champions classes that are supposed to be gated by spell cooldowns can easily overcome this problem with like 2-3 items, making it harder to balance around them. So i was thinking how about Rito could do a big overhaul in how much cdr an item can give
Second-tier CDR items should only give 5% CDR. These items include:

That way CDR early game would be much more hard to get. Champions that arent supposed to be able to spam early will longer be able to do so easily.
Third-tier CDR items should only be able to give 10% CDR at most. These items include:

Since most of these items give 10% CDR anyways this wont drastically change the amount of CDR available late game. It does however prevent people from rushing and getting 40% CDR earlier than they should. An exception would be
since its passive grants CDR, but should probably have it reduced to 10% bonus.
This way CDR would be a much harder stat to get and requires the players to think ahead what build could maximize their cdr rather than get
and suddenly boom max cdr. This way champions that are SUPPOSED to spam can maintain their niche, while others cant just buy items and have their Q on a 4 second cd by 15 minutes.