Teemo - The Swift Scout [Rework Concept]

Hey. Teemo needs a rework. Not because he's too annoying, but because he needs to be more annoying. He needs to be more of a little satan than he is right now, because I don't hear people screaming in agony when laning against him anymore.
Right now, Teemo just isn't the best champion, even though he should be. But people like me play him so much that we're able to play around this fact. We do nothing beyond attempting to inflict torture upon our opponents. But, in reality, Teemo is not able to do this as well as he once was. In this rework concept I aim to fix this once and for all. Not by making him overpowered, no... But by changing just a few things about him. Riot, I give you full permission to steal this idea. I don't even care about credit. Just please, please, take it and run with it. Make this a reality. For me.
#NEW [Passive] Swift Scout:
Teemo gains [5%/10%/15%/20%] bonus movement speed if he hasn't taken damage from enemy champions or turrets for 5 seconds. Whenever Teemo uses an active ability, he instead gains an extra [10%/20%/30%/40%] bonus movement speed for 3 seconds and prevents it from being disabled by damage for the duration. Swift Scout does not stack.
Notes: Passive gets stronger at levels [1/6/11/16]. You can already tell what this is doing. I'm swapping his W and his Passive. With this passive, he's able to easily kite, as long as he has abilities up. However, the passive is actually weaker than his current W in terms of raw numbers due to the fact that it's up more often. This doesn't make it weaker by any means, mind you. It simply means it's a better passive than what he has right now.
#[Q] Blinding Dart: (Cooldown: 8)
Teemo shoots a dart at a target enemy, dealing [40/60/80/100/120 (+60% AP)] magic damage, blinding an enemy for [1.75/2/2.25/2.5/2.75] seconds.
Notes: It's effectively the same, with a slightly huge change to the numbers to compensate for his new W. I debated on making this a skillshot, then realized that his dart being a point-and-click was both its greatest strength and greatest weakness.
#NEW [W] Guerrilla Warfare: (Cooldown: [30/27.5/25/22.5/20])
Teemo gains invisibility for 1.5 seconds. Autoattacking or using other abilities breaks the stealth immediately. If Teemo isn't moving or is inside of a bush when the duration ends, he will remain stealthed as long as he doesn't move, doesn't act, and isn't displaced. If teemo is in a bush when the duration ends, Teemo may move freely within its boundaries without breaking stealth. When Teemo breaks stealth, he gains the Element of Surprise for 3 seconds, granting him [10%/20%/30%/40%/50%] bonus attack speed.
Guerrilla Warfare's cooldown can only go down when the ability isn't active.
Refund 1 second from Guerrilla Warfare's cooldown every time an enemy champion or monster takes magic damage from Teemo.
Notes: Now this is the main chunk of the change. His previous passive now lands amongst his abilities, making it more proactive to use. Also, with me being so gracious to all non-teemo mains, it prevents him from gaining an advantage by standing still in lane before minions head over.
It works the same as before, only with a small change of granting him invisibility while moving and acting for 1.5 seconds. To mitigate this huge utility, I added a long, long cooldown at early levels. However, in order to incentivise a teemo to take longer trades and keep his poison up, I added an addendum to the ability that refunds a bit of this long cooldown. Which, by the way, is also me being gracious to non-teemo mains. Now by being forced to take longer trades, you'll have more opportunities to kill him.
You're welcome.
#[E] Toxic Shot:
Teemo's basic attacks deal [15/30/45/60/75 (+40% AP)] bonus magic damage. Enemies damaged by this bonus magic damage are poisoned, and all poisons already applied to the enemy get refreshed.
Toxic Shot's poison deals [6/12/18/24/30 (+ 10% AP)] magic damage per second for 4 seconds. Toxic Shot's poison does not stack.
Notes: Very much the same, but reapplies poisons. Referring to his ultimate and his E here.
#[R] Noxious Trap : (Cooldown: 0.25) (Recharge: 30/25/20)
(PASSIVE): Teemo stores a Noxious Trap charge periodically, up to a maximum of 3 at once.
(ACTIVE): Teemo tosses a Noxious Trap mushroom trap on the ground, which stealths and arms after 1 second, lasting up to 5 minutes. While armed, mushrooms grant sight around them. Mushrooms can bounce [300/400/500 units] if they land on top of another mushroom.
If an enemy steps on a mushroom, it detonates, poisoning all nearby enemies, slowing them by [25/35/45%], and granting sight of them. The mushroom's poison deals [50/70/100 (+12% AP)] magic damage per second for 4 seconds.
Noxious Traps have 6 maximum health and can only be damaged by champion basic attacks (2 damage from ranged attacks and 3 from melee attacks).
Notes: A solid nerf to the numbers to compensate his E. Also, mushrooms can now bounce infinitely. Cause we all know people love watching mushrooms bounce. Now they bounce more! You're welcome. Again.
I implore you to remember a time when Teemo was good at making you hate your life. Thing is, this doesn't happen often anymore! Which is terrible! Teemo deserves better, and I assure you, that league itself will get better as a result of this change.
Trust me.
No, stop. Don't leave. Look in my eyes. Look at them. Look at my beady small eyes and tell me to my face, out loud, that you don't want Teemo to be great again. You can't. Cause I can't hear you through your monitor.
I'll assume you agree with me in that regard.
Let me know down below whether or not you think this nerfs him, in which case I'll take it into account! Also, let me know if it doesn't sound like it'll make you hate your life enough, in which case I'll reconsider my life. Make sure to like and subscribe as well.