Current Itemization Gaps in League of Legends
You know those threads that sometimes pop up where players tell Riot what the game needs? This is one of those threads. My focus is on what's missing in terms of itemization paths in the game currently. It's a bit lengthy, but you can skim through the bolded headers to see if you want to actually read it. Please note that all of these itemization notes are related strictly to Summoner's Rift. I acknowledge that some of these item gaps do not exist on other maps.
Health+Armor versus Health+MR
Right now, the premium Health+Armor or MR items are pretty awkward to me in their builds.
For Armor, your best choices are Sunfire and Randuin's. Both build out of Belt and Chain Vest. The only other armor item that gives both health and armor is Spirit of the Ancient Golem, which gives 20 armor and is tailored specifically to junglers.
For MR, there are three primary choices: Locket of the Iron Solari, Banshee's Veil, or Spirit Visage. All three of these build out of (among other things) 2 Rubies and a Negatron. There are no Health+MR options that build out of Mantle, nor any MR options at all that build out of Giant's Belt.
I understand not wanting to cement a player who's already purchased a Chain Vest into getting a Sunfire Cape versus Randuin's should he wish to change his build path on the way there, and having two Cowl options, but there's a problem that arises from the gap mentioned from health+resist items that build out of ruby and the smaller resist choice.
Tanky supports, such as Alistar, Leona, Taric, (and the other less common ones such as Nunu, Nautilus, Maokai, etc.) suffer from a lack of cheap tank items. With SotAG being the only Cloth+Health item available, supports literally have no option to itemize for cheap armor and health. This forces their balance to be more reliant on having overloaded resists in their kit rather than available to build via items (and hurts those that rely on self-healing or shields to get their tankiness in lane.)
Meanwhile, the more mage-oriented supports have a different problem...
Forbidden Idol is everywhere!
Holy jesus, this item got forced down our throats hard. It has FOUR different upgrades, 3 of which are primarily support items, and the fourth being a situationalish AP item. The problem?
Forbidden Idol, the mana regen CDR item, was put onto Chalice, the already be-all, end-all of mana regen in order to buffer the cost of Mikael's against its game-changing active. It makes the item less attractive to tanky/Relic Shield supports who may have wanted the item for its active, and less attractive to mage supports with Frostfang who REALLY don't need THAT MUCH mana regeneration. (Oh, and if you aren't Relic or Frostfang, guess what... you have to buy ANOTHER Forbidden Idol to upgrade your support item.)
If Mikael's really needed a buffer of that sort while also granting 10% CDR, Glacial Shroud or Kindlegem are both available, even more expensive than Forbidden Idol, and offer more appealing stats for champions that aren't left spamming their skill buttons just to see if they can even make their mana bar move anymore.
Tier 3 Support Items have a really terrible sell-back price.
I understand Tier 1 and 2 having poor prices, since they are almost ENTIRELY geared toward gold generation. However, Tier 3 doesn't increase the gold generation from tier 2 (except in the case of the Relic Shield line). This means almost all of the gold used in upgrading from a Tier 2 Gold Generation item to a Tier 3 is going toward actual stats or active abilities...but the sellback price is treated as though it is SOLELY gold generation.
The tier 3 support items should sell back either at a standard item price, or somewhere in between Tier 2 and Standard in order to allow supports some leeway in late-game situations should they wish to exchange a Frost Queen's or FotM for Talisman (or vice-versa, in case of lobotomy.)
And before I leave the topic of supports, one last subject...
Sightstone upgrade?
Sightstone can be upgraded. To a Ruby Sightstone. You get 1 extra ward in your pool and some more health. Yippee...~
I feel this is an area where support itemization could be explored a little bit – Sightstone + Aether Wisp could be a safer alternative for the Ardent Censer in order to allow it to see play (face it, between Mikael's and Censer, it's a hard-sell for Censer...though you may have to rename it to Ardent Sensor if it places wards!)
I won't dwell on this area too much for now, since otherwise there would be some overlap in the topics to come. Just... I really wish there were more Sightstone upgrade paths than Ruby, and that the upgrades actually felt meaningful. Ruby Sightstone is a really shitty upgrade in terms of how it feels to upgrade.
And on the topic of vision...
Quill Coat is the only tier-2 Jungle Item / Machete Upgrade that gives vision.
I'm not sure why this is. Granted, Wriggle's/Flare are the only other jungle item that give vision, it still doesn't seem “fair” that tanky junglers get access to a free ward much, much earlier in their build path. If this wasn't an accidental oversight, and is instead a means of tanky junglers to be safer from counter jungling...then my next two paragraphs are an alternative.
There is currently a gap in the vision abilities of trinkets in the early game (pre-level 9+upgrades) – where stealth junglers (Evelynn) have few means of being tracked, especially in solo queue situations.
Prior to the S4 vision changes going live, I'd recommended a potential active for Madred's Razors enabling the item to have charges like Sightstone that allowed a player to place “barbs” (like Nidalee traps) that would reveal a target for a few seconds. Quill Coat would actually be a great carrier for an active like this, while enabling Tanky junglers to still set up “safety nets” of their jungle in order to know if they are being invaded.
Phage
Phage is what actually sparked me wanting to make this thread (since I saw the Phage thread that was posted earlier today. In an Alistar feedback thread, I posted that Phage is an area that Riot could explore buffing him without directly touching him.
Phage on its own is an item that tanky champions and bruisers would love, even if they don't want or can't afford Trinity Force.
Some sort of item with small amounts of tanky stats that also brought Phage's ability to giddy-up and go would be a welcome addition to Phage's build path for champions who aren't looking to buy the item for its inevitable shift into Trinity Force. Of course, if they aren't looking for TONS OF DAMAGE, chances are they were looking for my next category...
Movement Speed
Ever since the removal of FoN and the real Shurelya's Reverie (may they rest in peace with HoG), there's been a sorely missing gap for tanks in the line of movement speed items.
MR+MS = Only Mercurial's active. Armor+MS = None. Zero. Zilch. Health+MS = Phage/TriForce (And Phage doesn't show up in shop category for those two stats.)
Now that Randuin's has lost its passive on-struck slow, this makes non-gap closing tanks even more problematic. If the issue is that such an item makes it even harder to counterplay tanks/bruisers that DO have gap closers, perhaps a passive could be added to it that uses a mechanic like Statikk Shiv or Yasuo's Flow to determine how far you've moved in a certain amount of time, and the item could “overload” if it generated too much in too short of a time and disable its passive for a duration. (Though, this would still enable the item to be abusable for those who use gap closers solely for initiating like Malphite or Zac.)
Cooldown Reduction
Okay, so seven thousand items build out of Fiendish Codex and now we have 4 that build out of Forbidden Idol. What are we missing in terms of CDR?
There is only one Armor+CDR item (SotAG) that does not include mana – so games where manaless characters want to stack armor against a physical-heavy team, they are forced to seek out CDR elsewhere. Though, this itemization gap isn't much better for MR, where your MR options are either of the two Chalice upgrades, Spirit Visage, or upgrading your Aegis to Locket with the purchase of a Kindlegem.
Attack Damage+CDR offers the two Brutalizer upgrade paths (Ghostblade + Cleaver), Elder Lizard, Zephyr, Zeke's Herald, and our new toy Essence Reaver. Essence Reaver's given stats scream it would love to be built with a Brutalizer. The mana regen passive seems like it would want to be a “prolonged laning phase power spike” item, so having it build out of a Brutalizer would enable champions like Ezreal or Varus to build it while making their Qs really pack a punch.
Black Cleaver and Zeke's Herald fill very similar niches. Zeke's gives lifesteal and 10% more CDR, while Cleaver gives more selfish stats and potentially a much clearer impact in a late game team fight thanks to the armor shred. Zeke's almost feels superfluous, and though I loved Stark's Fervor, I don't love the Kindlevamp Zeke's. (Also, Zeke's is only 50 more HP than Cleaver, despite its HP being the closest it has to a lure for supports to buy it.)
The only other item in the CDR category that is a bit weird to me is Banner of Command – it's outshone by both the other AP + 20% CDR items, which both include mana regen. Banner of Command's minion aura is a bit wonky, but I think it and Morellonomicon should actually have their recipes swapped. No minion-based champion is manaless, but some champions who want Morellonomicon's passive are. This might push Morellonomicon out of the way of being built, but it would make more sense for the two items.
I want armor, and I want attack damage.
There is only one item that gives -either- attack speed -or- damage while also giving armor in League of Legends: Atma's Impaler.
Any time you want armor and damage, you have to get them from two separate sources or get Atma's Impaler. (Don't get me wrong, I like Atma's Impaler and I think it's one of the most underrated items in the game right now by players, especially given the reliance on Health runes these days).
...but Armor + actual damage = Atma's only.
The only issue with Atma's holding that niche is that it dissuades AD Casters from buying it with its build path containing critical chance (wtf Avarice Blade). Speaking of Avarice Blade...
Executioner's Calling
My final topic for this thread...
Executioner's Calling is an item that is not meant to be slot efficient, but purchased for its passive. I do not understand why the item contains critical chance.
Unlike Morellonomicon, which has been buffed to be a viable build option for mages, EC continues to be overlooked. The “basic attacks” portion could be changed to operate like Cleaver's “on physical damage” or Morello with magic while triggering when a target is below a threshold, and have its stats either shifted or outright retooled toward an attack damage focus.
If the item's stats are fine, but it is ever decided it needs to become slot efficient, rather than touching the stats, it could instead be given an on-hit that deals additional damage based on missing HP in order to help the wielder finish off that pesky regenerating Mundo or potential heal-spammed target. This would increase its late game potential as a “finisher” item once a target has narrowly survived an initial burst. It would also have the item live up to its name “Executioner” quite a bit better.
Still, crit chance on EC doesn't make much sense to me and the item could use some iterating upon.
Welp...That about covers the bases I wanted to cover in my thread! Hope you enjoyed the segues.

and 
