Heya Ajax, it's good to know that you guys keep us in mind :P
Still, I'd like to mention one of my biggest irks so far with new kits is just the raw damage output they do. A lot seem to well, have a lot of things that total up into just more numbers. Like Cthulhu and Arthur having many damaging abilities, Tsukuyomi always throwing something that hits like a truck, Merlin throwing out a crazy amount of fireworks, etc. Or the lack of counterplay on some kits. I.e. Tsukuyomi able to hit air targets, Arthur not being affected by roots by auto attacking out from it, Cthulhu being immune to CC while in his ultimate, Danza being damage immune, etc. It might have been okay if they had like 4 flat abilities and then sort of had these addons to then work around, but it's like I'm seeing a pattern of "extra" so to speak (more so if they have stances, multi-shots or transformations).
If there's one thing that I think would be my 2 cents towards the process it's that I think god...