-whether or not your purpose is to tank, people are going to be trying to gank you. the +hp helps from that (though so does the +ms on phase, so i dont really see this being one way or the other)
-most carries have a way to keep people slowed or disabled (cept like, cd) but sure bro ill just grab my striders on magebane
What I was trying to say is that the movespeed helps more, odds are if you get stunned at all you're fucked. +190ish hp from steamboots isn't going to outweigh being able to outrun a run or juke out of it.
-steamboots can also give damage, and really the last hitting isnt going to come down to phase v steam at that point, its going to be who has more lane presence / control, not who has more static +dmg. You could have a doombringer for all i care but youre still going to get shit on by something like hammer/pyro
Well i'm not just saying phase boots as a whole, I mean buying punch daggers as you build up to phase boots. Obviously this applies more to ranged carries than it does to melee carries
-getting yourself blocked doesn't happen much, and just having some foresight helps with it
Gotta disagree with this, there are a lot of times where creeps will surround you and no amount of foresight will help against it; an example of this is the creep roll-around juke(I just made that name up, real juke though). Not to mention allied blocking, and aggressive/defensive body blocking from your enemies.
I used to get phase boots a lot, but once i learned how to switch the stats on steamboots, it became a much more versatile item for me. And the +AS is way more significant lategame than any benefits from phase boots
I used to go steamboats all the time and the lack of MS kept fucking me over so consistently that I had to switch, haven't looked back ever since.