One thing I'm annoyed about with masteries is that they aren't making any changes to some of the shite ones.
One that stands out to me the most just bothers me because its so god awful clunky.
Strength of ages - "Large monsters and siege minions that you or nearby allies kill grant you 20 and 10 permanent Health respectively (300 max). After reaching the max bonus further siege minion kills restore 100 Health."
Maybe its an ocd thing, but this drives me a little nuts. So its a mastery that is OK for tanky junglers, but they get pretty much nothing out of the siege minion kills get you 100 health (unless you are someone getting those... as the tanky junglers typically do during ganks or mid/late...). But then its also kind of crap on top laners as by the time you'd be able to max it out primarily on siege minions for the health stack, you really don't get much benefit from the 100 hp heal.
Anyway, what gets me is that the second component (100 health heal) is straight up garbage as you very, very likely can't use it on any champ that would want to take the mastery over something else. So, on the jungle, that is completely useless (unless you get the team to let you last hit creeps for the health... which they won't unless they know its like a 1k HP heal... which it isn't. On top, it could be nice on a split pusher, but again... it takes a LONG time to get stacked on siege minions.