I'd really like to see the turrets having some sort of self-preservation programming as well.
Meaning the turrets would focus on the target that deals the most damage to the one trying to hide under it, or to itself.
So while the tanks can "safely" stay under continual turret fire, the damage dealers will have to go in and out of the range of fire to stay alive.
Such a scenario would probably favour the more tanky fighters and bruisers, while squishy assassins and ADCs would have to watch their...things, yet it would be a feature I'd like to see at least being tried.
Given how most bruisers got no hard cc or nukes, it should give the target a chance to hold out on his own until his team arrives to help out as the damage dealers cannot just keep hammering at everything without taking heavy damage themselves.
Only option would be for the tanks to dive in and get the target out of turret range (Alistar knockback, Riven flush-scare, Blitzcrank handjob), or for someone to trap them (Trundle pillar, Anivia wall, Veigar barrier), so the target can't escape and so on.
So in Layman's terms: turret diving can't be happening, or the carries would get rekt. They'd have to siege the damn thing.
Else I get a feeling the tower aggro is not consistent - I've been, along with multiple members of the team, turret-diving the opposition, and the turret just kept attacking minions, like it couldn't decide which of us to attack, and so just kept at its default programming.
But I've also been focused by the turret without attacking anything other than the turret itself, while with a minion wave, seemingly just because I was the only champion in the vicinity and being with low health.
And it's not the first time I've been focused while with a wave (no siege minions) - I suspect it's because I'm at low health (or lower health than the surrounding minions), and the turret, for some reason, consider me to be just another minion. To my knowledge, the turrets prioritze (when there's no champion battle taking place within range) 1) siege minions, 2) minions with low health.
So I think the turret programming itself is at fault.
I can't verify it, but the scenario seems to be this:
A turret dive consisting of at least 3 team members with 1-2 minion waves as cover; the attacked target fleeing and the others in pursuit and leaving turret range.
I stay behind to attack the turret, as I've been too badly damaged to be of much use in any following team fight. I stay behind the minions, and as the previously priorized minon is killed, I, with my low HP and for unknown reason, is considered next in line.
If I got full health, or close to it, in a similar scenario, I am left alone by the turret. So the ferret only goes feral and bugs out if there are low health champions within range.
Turret's aren't useless, they're just mindless and dumb.
Turrets, I say to thee: get out of Wood I!
Or was that the stone age? Who knows. :/
Also, some say I am unable to write short posts...