You've done a fine job creating lower tier items which combine for better and/or unique effects. The delicate matter at this point would be balancing costs based on progression and value.
Much like in a MOBA you typically get a simple boot for a minor speed boost, perhaps an attack or utility item (also very minor boosts), and maybe a few potions. These minor stat boosts are fitting for the start and provide a sampling of what the next tier will provide.
This seems to be what you intend to aim for and you've managed to achieve that to an extent, but some items are too strong for their cost such as the auto-plate drills, which as an intermediate non-starter item needs a price hike and/or their effects nerfed to better fit their cost. MOBAs are balanced regularly to ensure most options are viable without being the best irrefutable choice. Typically balancing with "Does this feel too strong at this point in the game?" as the main starting point goes a long way by itself.
I'd suggest trying different starts and seeing how each item path feels to find what's too good for its value. I've tested a few already and felt like the basic starting items were too expensive and the intermediate tiers too cheap for their immense value. That is why I suggested a starting gold reduction to prevent buying cheap intermediates outright which skew the balance, though starting tier items also need a reduction to open up some options so people can pick their preferred minor stat boosts.
I'm more than happy to provide balance advice time to time (It was my job once) but as the author it's ultimately your decision on the direction things go. It's primarily the early and mid game periods that need the most delicate work, though I'm sure in due time you'll find the right balance to give the players a smooth progression throughout the game while still being a badass late game with a couple final tier items to combine for great effect.