Multiple masteries is going to completely change the way I play the game and probably make me way better, since one of the defining axioms of my build strategy has been, "I have one mastery set that needs to work as well as possible across all champions combined," which mostly translates to "no offense".
I don't really see the point of complaining about 8 hp per level, which is less than 150 hp at level 18. It's not that scarce on him to begin with and if the numbers say that he needs a nerf then that seems fine by me.
Historically, Annie has been one of my worst characters because I play late-game strats and she's been a decidedly early-game champ; higher ratios are going to make me much better with her.
Kog's caustic spittle really needed the range increase; the range on that is so short that I often didn't bother trying to debuff enemies in teamfights because it would get me too close to them. A 5% range boost will make a big difference. I also like that AP kog'maw won't be the only game in down now that his signature ability scales with AD as well; they always wanted him to be a hybrid character and now he finally can be (aside from that early time when AS was OP on him).
Boomerang blade being buffed again is a good idea since it's still pretty useless other than as a mana sink when you have nothing better to use it on. I'm worried that sivir might be getting OP overall, though.
Vayne nerfs were necessary as she was pwning a little too hard for free; in general champions should only have the option of being relatively safe or pwning hard... not both. Those itty-bitty nudges on range and mobility are a step in the right direction, and I suspect not the last nerfs she will soon see.
Vlad isn't useless, just hard. Like Anivia. Now that he's not OP I don't see him much, but when I do he's just as good as anyone else. The heal nerfs are miniscule except after the multiplicative effect of Tides, and once he gets that into full swing in the late game when Tides is cheap, I think it might have healed him a bit too much. You'll note that the heal nerf scales with level, so I think that's exactly what they were going after.
Revolver stacking had very limited effectiveness against pros but was pretty abusive against newbies who don't know how to recognize and then counter it, so I think it's to the benefit of the overall gameplay experience.