So... my brain has been very busy with theory crafting lately. Not a heck of a lot of great ideas have come out of it as of yet, though. Today I'm pondering fort pot bot starts. Now, I'm thinking primarily of using it like a sigil from dg. Here's the thing - you know that a dorans is a better start in most cases. 10 extra dmg + 80 hp + 5 hp per hit is a pretty solid setup. With a fort pot start, you hit lane with that + a few red pots. You have a nice safety net via the red pots and an item that you can use to all in or save yourself via the fort pot. Fort pot + barrier opens up quite a few opportunities for survival and kills - and the health gained jumps per level. To top that off, even if you don't choose to go all in or use your fort pot, you can pop it later when it might also make a difference between life and death or to add dmg to a tower for a push, etc.
In my mind, the ideal enemy adc's to use a fort pot setup would be against draven, graves, lucien, kog, and quinn. You could potentially use it against cait, but you'd have to ensure you don't take a ton of poke. While you could try to bait one of the other more mobile/disengage possessing adc's, you'd have to be kind of dense not to notice the enemy adc running a fort pot. Folks like ez/corks/vayne could all potentially disengage when you popped your pot to go for an all in setup. I'm also thinking the strat might involve intentionally putting yourself into a questionable location where you draw a bit of dmg to set it up. The "oh crap I misplayed that so hard" bait would probably work against most I'd think.
Anyway, I also think it could be a viable option on most adcs - those with higher burst and ad scaling would be preferable. I think it would work fine with supports running exh or ignite.
Compositions I'd like to run - aatrox/riven bot (I still pref this over j4), adc mid with easy farming/push potential (cait sounds good), a tanky intiator top or jungle, and a dmg focused top or jungle. You'd need everyone on the team to be warding.
Other crap I've been trying out - jungling with the support masteries with XP bonus maxed. I've tried that and also added in XP quints. What I've learned - you can get to level 4/5 pretty freaking quickly. I'd like to try a similar test but with a zileal on the team. If you could hit level 6 super early, that would be sick. It also seems kind of doable. I think without zil, you could still get an early level 6, but you'd need to leech xp or need to push out a lane for that to happen. The bonus xp is highly desireable - BUT - I'm still finding it inferior to running 9/21 or 0/21/9. Lacking the extra tankiness is very hazardous in my experience. I'm actually generally thinking I should default to X/21/X all the time.
Anyway, still toying with all that. I think the zilean bonus xp along with XP quints/support XP masteries would make a major difference though. Imagine a ww or naut with his ult at like 5 min. Kill potential goes way up and no one would be expecting that. Anyway, I'm thinking about about the xp bonus potential and what it might get you.