Okay I finally have time to tell you what changes I've made.
Camouflage is the same - it's a good skill in my opinion that gives you control bushes and leads to paranoia, making Teemo remain the most annoying person ever. Great!
I've moved Toxic Shot to the passive. There is absolutely no interaction or intelligent thinking behind Teemo's Toxic Shot except "AA them for damage" which you should be doing if they're in range if you're a range champion. I've extended the duration of the poison from 4 -> 6. This should gate Teemo's E being moved to his passive because he can't constantly stack the poison and in effect he has a frame where he can't deal enough damage. Late-game if you go for an assassin gameplay then it should remain the same.
Blinding dart has turned into the infamous Ryze. The projectile now hits the first enemy touched. This is to add some counterplay, to what is Teemo's extremely strong blind, one of the few that remain the game. I've increased the AP ratio to 90% to compensate and increased the range. I have however reduced the blind duration as in many cases Teemo's Blinding dart can often win games if hit on an ADC, and with the range change it actually becomes more easier. Furthermore Teemo can easily get into a position where Blinding Dart can be applied, especially in lane through his new E active.
This is designed to be Teemo's one-point wonder. This skill comes into effectiveness mainly mid-lategame where it effectively allows you to detect if enemy's come into your jungle/recently went into bushes. This gives Teemo immense vision control in exchange for his sub-par late-game damage and finicky build path.
Teemo's bonus movement speed has been removed. There was no interaction for Teemo's W movement speed active as it was "Press W to run faster if hit." There was no interaction. His new E I feel has the potential to allow Teemo to dodge projectiles, and places more emphasis on maintaining the passive movement speed to allow him to kite enemies. However the trade off is too much charge spamming will effectively reduce his ability to map-roam/run off later on.
The slow has been increased and no longer decays. The change here is that Teemo's shrooms slows when hit. They stay revealed and then a second later they release the poison. The increased slow and removed decay means that enemies are meant to use flashes/dashes etc to avoid the damage that they know is going to occur or use a sweeper/vision ward. This should hopefully remove the frustration that enemies feel when facing against his shrooms but in exchange Teemo's shrooms have increased damage.
Not finished page glitched. ;_; I need to add some context and the actual changes for those too lazy to read it all. All numbers are probably over tuned and the numbers there are just for the feel.
<ref>tags exist, but no
<references/>tag was found