Ashe's ultimate is probably the most balanced aspect of her kit. With 600 base damage and the longest potential stun in the game, it really doesn't need AD scaling.
I'd rather see changes to Ashe's passive and Q to make her more of a threat if she can keep applying Frost Shot to the same target. Eg.
Frost Shot (New Passive): Ashe enchants her basic attacks with ice, applying a stack of Frost Shot whenever she attacks an enemy unit or hits them with Volley. Each stack of Frost Shot after the first slows for 5% for 4 seconds, stacking up to 4/5/6/7/8 times (increases at levels 3, 6, 9, 12). Each stack of Frost Shot causes the target to take 1.25% extra damage from Ashe's auto attacks. (Note: Max slow is unchanged from her current Frost Shot)
Piercing Arrow (New Q): Ashe's next attack deals bonus physical damage equal to 10/20/30/40/50 + 5/10/15/20/25(+.025 bonus AD) per stack of Frost Shot on the target and marks them. If the target had at least 4 stacks of Frost Shot, they are also snared for 0.75 seconds. Piercing Arrow does not activate on marked targets. Marks last for 8/7.5/7/6.5/6 seconds.
Cost: 15 mana
Static Cooldown (unaffected by CDR): 0.5 seconds
There'd have to be some number tests/changes across her kit but something like this could easily add additional gameplay to Ashe, buff her damage output through prolonged auto-attacks instead of instant satisfactory burst, while also adding some counterplay to her current permaslow arrows (first arrow doesn't slow, and the slows aren't as powerful at first). I took the idea of a snare from someone in this thread, but the idea itself could also help in further defining Ashe's niche as a utility based carry.