A lot of suggestions I have from ~50 games of TFT. (warning, very long)
Iv'e tried most of the different origins/classes and combos thereof, and there's a lot of things I think could use some tweaking, specifically with item availability/power and what tiers certain champions are at. I'll open with items because it'll be important setup for my opinions on units, then i'm gonna go by Origin since those generally require more investment.
... but first let me preface this with a plea to Riot.
FOR THE LOVE OF GOD, MAKE ITEM DROPS CONSISTENT. Seeing someone come into stage 2 with twice as many items than you is the most obnoxious thing in the world. What items you get is already RNG, and you can already miss items by not managing to kill the minions/jungle mobs, you shouldn't be able to just get more or less items on top of that.
Anyways, the actual balance suggestions.
The Negatron Cloak and all items it builds into are severely underpowered compared what you can get out of literally anything else. MR as a whole is pretty weak, since spells tend to take awhile to actually come into play even in the late game. Cursed Blade, Hush, and Sword Breaker all have fairly low proc rates, with Hush being almost entirely useless. Bloodthirster can be quite strong, but pretty much only on a champion who can hit fast or hard enough, while taking hits, for the sustain to matter, meaning it pretty much relies entirely on other items to become effective. I'm unclear on if Runaan's procs on hit effects, but if it doesn't, its pretty weak considering it only gets half the stats and you can get effectively the same thing from a few group perks. Zephyr and Ionic Spark are both pretty good, but don't really fit on many units since MR isn't particularly good on anyone, and putting them on units that could utilize the other stat better, there are much better options. A spellcaster would almost always rather have Ludens or Morellonomicon, and a tank would almost always rather have... honestly, pretty much anything else. Dragon's Claw is probably the 1 item from Negatron that I don't think is weak, but it's such a specific niche and something you can't even expect to come into play every fight that id still rather just have something else.
The only other items I think need changes are Zeke's Herald, preferably either a buff to its range OR its AS buff, since most of the time its gonna hit maybe 2 other units max, and usually tanks unless you stick it on a tanky backline, but most of those want to be in the middle of the fight anyway (Morgana, Gnar, Nidalee) so its kind of a wash. Then, Spatulas are honestly too rare. Yes, you can get FoN with 2 of em and essentially instantly get a level, but that's the optimal outcome, and most of the double up items are some of the most powerful as well. Finally, i'd like to see the AS items be retooled a bit, because currently there's very little reason to use anything other than Guinsoos for pure attack speed. Sword of the Divine is good on crit based champions, and RFC is good for some cheese stuff, but other than that you will almost always go for Guinsoos.
DEMONS: The whole group suffers a lot due to a lot of the picks being overpriced. Eve is a tier 3, but as an assassin shes worse than Kha'zix in most situations, who is a tier 1. Aatrox isn't particularly powerful, yet he's also a tier 3. Swain is incredibly strong, but fairly self reliant and doesn't bring much to the team unless he's being surrounded when his ult pops. Brand is one of the best AoE damage dealers in the game. I'd say make Eve a 1 cost, tweak her damage a bit down if need be, make Aatrox a 2 cost, same deal with damage, make Swain a 4 cost, again with the damage, and make Brand a 5 cost.
DRAGONS: I haven't used either of these 2 much, mostly because I don't tend to go for sorcerer, and as a shapeshifter, Shyvana is fairly weak imo since her ability tends to cause her to jump out of the fight, and frankly, only these 2 being immune to spells isn't a very big impact when spells are already not the main source of damage. Aurelion is undoubtedly quite powerful, but a Dragon/Shapeshifter combo isn't great, especially when Shyvana would become a massive tank, and yet be pulling herself out of the fight every time she ults. I'd say make Shyv a 2 cost, Aurelion can stay where he's at, and i'd say tack on the extra effect of 1 random allied unit also becoming immune to spells, a Dragons Blessing so to speak.
EXILE: Nothing to say here. a 2 star Yasuo with no items had more effective HP than my 3 star graves with red buff, and his ability is way better. The 5 cost is deserved.
GLACIAL: This one is touchy. Most of the units are fairly strong, and the nature of the effect makes it hard to balance around in case you make it too accessible to hit the cap. The only changes I would suggest are make Braum a 1 cost (he's honestly terrible, idk if his shield just doesn't work or what, but he dies incredibly quickly regardless of how he uses it) and reduce the stun on sejuanis ult from 3/4/5 to 2/3/4. While not as reliably strong as Nobles, getting 6 Glacials for that 45% chance for a 2 second stun on hit is plenty of CC.
IMPERIALS: I haven't managed to pull this one off, but with Draven being easily the best 'ADC' unit and Swain and Kat being so powerful, it's definitely a very strong set bonus. If Swain were to be brought down to 4, I would honestly be fine with Kat being raised to 4 as well as a trade off.
NINJAS: A "Feast or Famine" set bonus where you don't really feast at all. The bonus isn't powerful enough to justify the anti-synergy of having 2-3 ninjas on the field, so what happens 90% of the time is you will only take 1 ninja, Shen for Brawlers, Akali for Assassins, Kennen for Elementalists/Yordles, and Zed until you get an Akali. Even at 100% bonus damage I don't think this would see much use since Kennen mostly relies on his ability for damage, and Zed and Akali also get a lot of damage from theirs. Maybe make it 80% AD, 40% AP?
NOBLE: Possibly the most powerful set bonus available currently, the much more effective 'Feast or Famine' set. Vayne is the 2nd best ADC for sheer DPS, Lucian is probably right behind her, and if not, his mobility with mana building items tend to keep him alive way longer than he otherwise would. Kayle can be ridiculous if she gets a good ult but the AI tends to mess that up. Leona is fairly strong, Garen seems underpriced, and Fiora.. why is Fiora less tanky than Vayne? Only suggestions I have are to probably make Garen a 2 cost, since his Spin does REALLY good damage for someone who's actually quite likely to be in a situation where it works the best, and give Fiora some more health. If I go for Nobles I tend to just get a 2 star Fiora because shes just so weak that the 3 star isn't really worth digging for.
PHANTOM: There isn't much to say here. The set bonus is good, sometimes busted if it hits the 3k+ hp tank or the stacked vayne in the back that your assassin is about to pop. Kindred, however, is mostly trash. Just like in the real game, she never knows how to use it. Being stuck in the backline means it'll almost always do nothing unless the enemy team has a lot of assassins, but if they do she'll probably die before it even goes off. I'd say either drop her to a 3 star, or preferably so the set bonus isn't so easy to get, add Wolf's Frenzy to her ult effect.
PIRATES: I legitimately think everything about this set is just as it should be.
ROBOT: Blitz is alright, but without any way to get champs to aggro the unit he pulls he doesn't have much use besides some burst damage with CC, and being a cheap Brawler.
VOID: The set bonus is good, the only thing i'd say is swap Kha and Rek to be a 2 cost and 1 cost respectively. A brawler that breaks aggro isn't the most preferable, while Kha's single target damage is insane even without the isolation bonus, since he only needs 50 mana to cast his ability
WILD: I can't help but feel like the set overall is kind of weak, even if all the individual units are fairly good at what they do. The only thing I can think of, is there isn't a whole lot you can pair them with besides Shapeshifters easily, and while pretty much everyone benefits from the AS steroid immensely, shapeshifters tend to be the types that benefit the least.
YORDLES: On a similar level to Glacial, but not quite as powerful. I only have 2 suggestions; Make Poppy a 2 cost, both because she's fairly weak, and so the set has an actual tank they can get out on the field before shes horribly outclassed by cheaper units, and for the love of god, fix lulus AI. 9 times out of 10, when lulu ults, she will cast it on the backline 1 star mage with no enemies near them, instead of any of your frontline units who are surrounded or another backline whos flanked by assassins.
Now, i'll quickly cover my thoughts on the set bonuses from classes, and any effects my suggestions might have.
ASSASSINS: I suggested that Eve be made a 1 star, and Kha a 2 star. Since Akali still outclasses Zed, and you still need to hit level 6, and have 6 unique assassins for the full class effect, I'd say its fine. Countering assassins is quite easy if you have the frontline options to do it, and theres plenty of items to facilitate it as well. (Phantom Dancer pretty much ruins them)
BLADEMASTERS: The only time I have ever seen anyone pull this off is when they managed to get 2 BotRK's on their units, so buffing Fiora's cost or health, and Aatrox's cost, probably won't make this class bonus suddenly super easy to get.
BRAWLERS: I suggested that Rek'sai be dropped to a 1 cost, and given that the class bonus is pretty barebones I believe that to be fine. Innate synergy with Void, Blitz being self sufficient similar to a single Ninja, and Warwick allowing you to try to go for Brawler/Wild combo means it has some decent options.
ELEMENTALIST: I suggested Brand be made a 5 cost, which may neuter this class, but its bonus is incredibly powerful if you manage to pull it off, so I almost want to say it'd balance out still. However, I could definitely see a 5th elementalist that's better suited for being a 4 cost being introduced. Possibly Maokai, Malphite or Zyra.
GUARDIAN: Since there's only 2 and I didn't suggest anything for Leona, the buff to Braum wouldn't make much of a difference, and honestly the class bonus probably DOES need some help, since sticking your tank in the midline to maximize the buff isn't optimal. If Thresh or Ivern were added as ranged tanky picks who were Guardians, I could see this changing.
GUNSLINGERS: My personal favorite class due to its innate synergy with Pirates. It's incredibly powerful, but not as much of a jump as Nobles, self sufficient with the Pirate synergy, and somewhat cheap. I'm probably biased but I think it's fine where its at since GP doesn't get a lot out of it, MF usually arrives too late and is somewhat redundant, and Trist doesn't have as much benefit from the full effect as Lucian and Graves do.
KNIGHTS: This one requires you to go all in to really see the benefit, and since it requires 1 of each knight, which includes Kayle, that's pretty damn hard to pull off. Iv'e never been able to pull it off, and I don't have great info on the AD of units, or how the damage negation interacts with it, but if i'm to believe that the full class bonus for knights completely negates all damage from basic attacks that don't hit higher than 80, and a flat reduction of 80 to anything that hits higher, that's quite insane and an even bigger power shift than Nobles. I don't think any of my suggestions to Poppy, Sejuani or Garen would change the effectiveness of this class set either since it currently contains 3 1 costs and would just shift to 2 1 costs, 2 2 costs.
RANGERS: I suggested that Kindred be buffed, and given how inconsistent this class bonus can be, I believe that to be within reason.
SHAPESHIFTERS: Iv'e tried, and iv'e tried, but getting a Wild/Shapeshifter or Demon/Shapeshifter setup going has eluded me. The set bonus from the shapeshifters in particular is kind of mediocre. Yes, it's on par with the Exile effect, but there's a lot of issues in the way for that to be completely accurate. First and foremost, not a single unit from Shapeshifters is as powerful as Yasuo is. (no, not even Swain) On top of that, Exile helps protect against Phantoms set bonus, while Shapeshifters does not. Finally, the class bonus from Shapeshifters only comes into effect once the unit casts their ability, which means on a team full of shapeshifters trying to utilize the bonus, generally at least 1, usually 2, sometimes even 3, will die before they even get to see that bonus HP. It's unlikely you'll run Shapeshifters AND Dragons, and it wouldn't be very effective even if you did, so Shyvana is probably the weakest unit in the class, and besides Swain, you'll be suffering from lack of damage unless you manage to get wild or demons set up as well. Making Swain a 4 cost could be a huge benefit for this class bonus, and might be enough to make it viable.
SORCERERS: Iv'e personally never bothered to go for the full effect of this class bonus for 3 reason; #1, it's quite difficult to do, albeit with a good payoff, but not one as game winning as Knights or Nobles. #2, you'll completely lack a frontline aside from Kassadin and maybe Morgana, and Kassadin is highly sought after both because his ability is quite powerful, and his Void tag. #3, the only other synergy it has is yordles, which I would say isn't a particularly good synergy. Wild or Demons would probably be better.
And that should be everything. Generally when I make a post like this, people tend to disagree but who knows. I figure at least some of these things people will relate to.