So what exactly is your goal with these Azir changes?
Base stat changes that skew positively for low-MMR. Base health, scaling armor, and shore up his ability to last hit or function in case his soldiers aren't in play, which is where the base AD comes in. This isn't necessarily a buff in itself, just directionally positive.
Nerf early Q-auto poke but bring it back up late game. Q casts is the single biggest outlier in "Things elite players do that regular players do not." This why his mana pool and costs have changes and the base damage is lower but AP ratio is increased.
Shift power away from the 3-soldier mechanic. The data scrape here is inaccurate: His solder damage at level 18 is 200, up from 150. He still has per-level scaling on the ability but since W no longer has AS on the rank up, it now has damage. I also am intentionally lowering his "free" attack speed to hopefully reintroduce options like Lethal Tempo, Nashor's Tooth, and Berserker's Greaves. Currently Nashor's is about 2% lower...