You know her ratios apply like... up to 5 times a spell pretty much? If they were high she'd do INSANE amounts of damage. Like as I pointed out above her E alone applies a 160% ratio if all of the damage hits. ((and it hinges on hitting them with the initial damage + something knocking them back through. That's... A LOOOOOT of damage. Her ratios are small, but it's because they apply on what are so many mini casts. Like her E alone is kinda like a bunch of mini casted spells. She also has plenty of tools for positioning ((her kit has movement speed inherently within as her passive and she gets a speed boost from standing on Worked ground and that's not even mentioning her ult.)) She has A LOT of tools for positioning and being in the right space at the right time. Her kit from me looking at it, like makes perfect sense. Everything on it is pretty dang amazing. It's more a kit that needs to be seen in motion the jsut the numbers imo because it's a CRAZY good kit even outside the ult. We'll jsut have to see how much Q messes with her Lane phase since if you cover your lane it may be hard to CS/Poke properly. Hell... I'm not even sure what you'd max first... Q or E. ((it's definitely not W, that's your one point wonder.))
I wrote a whole text wall here about Azir and it vanished... so... I'mma quick summarize.
Azir is an AA dependant mage so normally he should be able to take towers faster, however unlike say... Kayle, he auto-attacked through a non-tradtional source, his Sand Soldiers. The Problem is these are much too safe and PBE Azir before he was released was doing shit like destroying towers from the other side of the Jungle walls etc... so they clearly couldn't keep this. They gave him the ability to jam his Sand Soldiers into the towers for damage as a result since then the calculations for damaging towers were very much AD based and Azir's AD never really got higher than his base, making buffs to his atk speed not really help take down towers well. Now, since Season 6 Mages AP goes towards dealing damage to towers. So, now having two sources that up his damage to towers... Azir takes them faster than ever. So, as a result Riot is probably removing this ability since Azir no longer needs it to have the pressure against towers that he should rightly have so it's just old design and needs to be plucked out of his kit as it's latent power that he has. More or less, I believe a lot of the nerfs here ((other than the wall duration.)) are more or less along the lines of getting rid of invisible or more hard to feel power from his kit rather than nerfing his base damages etc to keep these more invisible types of power. The Movespeed from passing through the wall was never that big a deal, and the he has now a way to deal with towers so he doesn't need to have that on his W anymore. ((and it cleans up design space removing a case where an ability breaks the rules that abilities can't be used on Turrets.)) all in all, Azir won't be hurting too badly from those changes.
Zed's changes are probably good, making it so that if he wants to land damage, you MUST land mor of your Q's to be as effective as you used to be. It's a good way to nerf his base damage without actually nerfing it. I like this change as it promote's more skillful play of the champion then before.