No, no, no, and no. I'm not talking about something that is suppose to be like a real game, not something that will have the same flow as a real game. It's not suppose to be practice like that either. Obviously a real game is dynamic, u build dynamically based on what champion you are playing, and what the enemy team is doing.
You're arguing as if i had wanted the things we had already said were "bad", full item build games, and beginner practice. I specifically stated the main purpouse of having it is the testing of specific skill interactions and glitches.
Look at the wiki, look at any champion and one of their abilities, press "show" beside ability details.
For instance:
http://leagueoflegends.wikia.com/wiki/Yasuo
Knowing that Yasuo's Q counts as a basic attack and whether or not it is affected by counter strike, or Pantheons block, matters.
In the season four world tournaments, when Dandy Flashed with Jarvan's Q+E and the knockup effect worked past his demacian standard, it mattered.
Knowing that the Tiamat can cancel animations and allow u to get more attacks in, matters.
Partially documented/undocumented skill interactions/micro skill interactions, matter when it comes to trading, and knowing whether you can take certain trades/engages or not. The Better you become at the game, the more and more you understand, that trading is everything.
When it comes to phase changes of skills/animations into actuation(particularly basic attacks), the exact timing is something that will likely never be documented, and wouldn't do too much good as you have to practice with the specific champion to get that down. Which is part of the reason people main champions. There are too many variables to master every champion.
But most skill interactions(will this block this?) is not information we should have to fight for.