To be honest, I think the aspd cap being higher would only be an incentive to play in a largely inefficient way. As you said, almost nobody ever hits the cap anymore and that's because of 1. the nerfs to aspd as a stat through stat reductions and/or cost increases 2. removal/rework of some of the better aspd items (Stark's Fervor/Black Cleaver) 3. increase in the average skill level of the player base. The third one is what REALLY puts the nail in the coffin for stacking 2 or 3
's on
even though the true damage from her Silver Bolts screams that you should try to hit that cap. With the way things are now, there's almost never a team comp you can run into where you can reliably just sit back and make 20-30 shots anymore before you get killed or forced out of the fight even if you're capped and using Tumble for resets. A rule of thumb I've seen floated around from various sources has said that in any given teamfight, nobody (carries and tanks alike) should be counted on to be able to land more than 3-5 auto attacks or 1-1.5 spell rotations. Typically that means you have about 5 seconds and going from 2.5 aps to 3 will make a difference in maybe one fight in a given month. Conversely, focusing on raw AD and making all 3-5 of those attacks hit hard as all hell means that even if
comes out of nowhere and does what he does, you're still able to make your mark in the fight.
Honestly I get where you're coming from and I do miss the olden days of having stupid fast attacks, but it's just not as viable of a strategy anymore and it could be argued that it never really was to begin with unless you were using an aspd item that was just inherently broken. There are a number of champs where I'd like to see a heavy aspd build come back for like
but there would have to be some serious changes to aspd, AD, armor, and the way the game is played in general for a build like
to work.