Magic Item Changes
I thought I would give some ideas for new magic items or re-balancing of magic items in the game, since so many people are unsatisfied with the current supply of magic-related items.
Big issues with current magic itemization:
is such a core item on a huge number of mages, stifling other starting options from taking place.
A big lack of flat magic-penetration items for AP assassins.
while AD assasins have

While many mage builds can get over 3k health, there aren't many resistance options for mages.
AD:
AP:
and maybe
on specific champions
Cooldown reduction is accessible across the board, rather than having to itemize into it. Having certain items being 5% cooldown reduction or 15% would spice things up.
Certain Items have identity issues or have been nerfed because of a select few champions.
Mage support itemization isn't very great.
DPS mages only have
, which is really good, but other options should also exist
Itemization Change Ideas:
should have it's identity as the magic grievous wounds item, and be pulled away from the all-around best starting item.
only 10% cooldown reduction, but grievous wounds is applied upon any magic/spell damage being dealt.
has an identity crisis... the flat resistance reduction is good against squishy targets, the passive is good against tanks.
I think the passive is unique and good, so simply change the 15 flat penetration to 10% magic penetration to solidify it as an anti-tank mage item.
As such,
should be adjusted to % penetration as well.
New Item, building out of
and
,
(side note, I wish there were more non-support vision items, so this is also meant for certain mid-laners too and not just supports):
A tank-penetration-vision item. Low AP and no cooldown reduction and no mana so definitely bad as an early buy, but can be good later.
40 AP
400 Health
10% penetration
3 Ward Charges.
New Item, building out of
and possibly
, for mage supports:
60 AP
400 mana
10% cooldown reduction
10% health and shielding
Unique Active: Choose a direction. A spell (cycled through like Twisted Fate's pick-a-card) will be cast in that direction.
-one spell casts an icy blast, dealing magic damage and slowing the target by 30% for 2.5 seconds. Any other slows on them will last the full 2.5 seconds, regardless of their original duration.
-one spell casts a fire ball, dealing a burst of damage and then igniting the enemy for 2 seconds and dealing %missing health damage over time. Being dealt damage from any other source refresh the duration of the ignite.
-the last spell casts a healing burst, healing one allied champion. For 3 seconds afterwards, they receive 25% bonus healing from all sources.
The low AP makes it less appealing to non-supports, but the active is very nice on supports who often have slows or healing effects to make use of the bonus effects of the item.
was nerfed hard due to certain champions being able to abuse the item. Lets add some power back without breaking those champions!
new Active: fires a blast of true ice, dealing magic damage to the first enemy struck, slowing them by 5% for 3 seconds. Any other slows on them are doubled in power (I.E., the 20% slow from the item itself is a 40% for the duration).
Gives a nice window of power that all the mages can use, not just the ones that were OP with it in previous iterations!
should build into a new item for armor!
I'm not sure what flat penetration items should be added. But there definitely should be some, lethality was handled well (after a few nerfs) so they should do the same for magic items!