I don't get really how they'd kill Zyra Jungle. The only thing on her that is really changing is the Targeting of Q and the passive which the previous passive you had to die to use so... that won't effect much. Unless the targeting on the Q is that big a deal I don't see it really affecting that at all.
I'm not surprised there is 0 Ori changes. Her kit is... pretty damn solid and fair already. She's probably the healthiest mage in the game gameplay wise. It's not surprising they targeted mages who needed some help. As to the Annie change... it was really vague so I have no idea how I'd comment on that other than that she will be still be 100% unfun to play against as there will be 0 way to react to anything she does.
Itemwise, it's... hard to say something is OP if we've not seen it yet. The stats and the numbers on that thing are hardly know and it could easily be a noobtrap item due to it's effect... though knowing Riot they will over tune the hell out of it at first. I'll wait to see the items in action before I deem any of them crazy or op lol.
Also, personally... I really don't agree on the Catalyst change. The current level thing makes RoA's passive absolutely useless at 18 and it's not really a fun mechanic to play around at current imo. It's just stupid amounts of sustain that happen whenever you level which might as well be semi-random. Catalyst of Aeons has a clear goal and way to use it. It also further solidifies RoA where it's supposed to be. AP Brusier types, or Mages that have to be in the thick of things, rather than jsut the "I'll just get generally tanky" item. Mages that can;t use it's passive quite as well don't get butt tons of free sustain for doing nothing but laning anymore. So, it's much better in this state than at current. Not saying you can't like old Cata, but eeeeh, it's such an unhealthy item that has a bunch of invisible gameplay around it. ((like your opponent having to keep track of your exp gain to know when it'll pop.))
Also... anyone notice that Veigar's passive gives him AP for just... HITTING enemy champs? No? Cause uh... that's sorta a big deal.
Also... did Zhonya's... really need CDR on it? I feel like something's got to give if they are giving it another stat otherwise it's just way to freaking efficient. It's already kinda a must-buy at times... does it really need to be more of one?
Also Malz Passive. DMG Reduct and CC immunity... all in a passive that regenerates when you are out of combat. That's just... how is this not going to cause serious issues? A Character that nearly always has free DMG reduct whenever you try and pick him out... gank him etc... I realize the guy is immobile, but this kinda negates that weakness. It makes collapsing on him kinda not possible without a rengage. I guess I need to see the numbers but I still hate the idea of this passive. It just seems really unhealthy and easily abusable... like pretty much most instances of DMG Reduct have been in the past. Basically, it's just not possible to stop Malz from walking in to a fight ulting your carry and watching them jsut explode. I guess QSS and those effects will just be mandatory when playing against this champ now. I guess I need to see hard numbers and jsut how forgiving on Malz this passive is for him... but it seems like it will potineally just make him broken and about 0 fun to play against. I just hate how Riot was talking about how they hated how his ult was "Click on guy and kill them" and basically didn't change it at all. You just kill them with different sources of damage and on top of that... now it's easier than ever to get off with this super generous passive. DUnno it jsut seems the oppisite of what they were saying they wanted with him... least just looking at it from a glance. Bleeeeh. It bugs me.