Teamfighting in the damage creep era.
I think some of Riot's intentions with the recent reworks and game changes are fulfilling some of the goals they were intended to accomplish, but have fallen short in other areas. As I recall, as an example, the reason for changing the adc kits was to make them feel more dynamic, give more static champs the ability to be playmakers rather than auto attack bots, and that's perfectly fine. However, loading damage onto kits that were up to that point considered balanced (though maybe not spectacularly playmaking) wasn't the right way to go about this.
The end result is that most teamfights since pre-season have a tendency to end after the first skill rotation. This actually reduces the opportunities a player has to make the big plays they were reworked for. I now have the ability to make interesting plays, but less opportunity to do them. Furthermore, as a spectator, it isn't fun to watch when a single skill rotation will melt most non-tanks (and even some tanks early on in the game).
Compare to previous seasons, you had to win a trade or two before you could consider going for the all-in and the kill. Now, one bad trade is an early back, a massive loss of lane presence, and capable of tilting the matchup.
The new kits on champs should remain, they are well designed and interesting. But the damage creep associated with them isn't fulfilling the goal of 'big play making' but rather just 'Whoever gets the jump first will win'.
Keep the kits, cut the damage creep, give people longer fights that give them more outplay potential now that they have the kits to do flashy stuff.