How two role selection will be exploited
Requiring players to select two roles increases the computational demand, which adds to cost for Riot. People will eventually wonder why the multiple roles was required. I suspect it must have been a concern about an unpopular role bottleneck. It is this realization that will also lead players into defeating the purpose.
We need to get the computing essentials explained quickly. First, we know that the fastest algorithm would use a single role selected. However, the bottleneck problem would cause matchmaking to be slow. Thus, the fastest matchmaking must have an equal number of roles selected, or as close to equal as possible. Alright let's move on.
Let us just assume that support is the least wanted role. The likelihood of players choosing support (or fill) goes up for each additional role required.
Once players realize that support (or whatever role is most unpopular at any given time) is the bottleneck, then they will exploit the other side of that algorithm. The most popular role will be the most clogged, so it will be presumed that the chance of it being filled first is the lowest. Let's say Jungle is the most popular role, and a player really wants to play adc. The player will choose jungle + adc as the two roles, expecting that adc will be filled first. The bottleneck will not get evened out with the other roles. The most popular role; however, will become more clogged artificially (if that algorithm bothers to add to it at all). Now another problem arises. The most popular role is most likely to be filled with people that do not want the role, and those that do want the role are in for a crap shoot.
Let me know if you need help improving the team selection interface or the matchmaking algorithm. I would also love to code some quick view data for each player on a team, something like a fancy player stats card, and maybe a popup view of recent posts.