Utility Scaling and the "Hyper-Support"
With the implementation of utility scaling on the traditional support roster, Riot unlocked a new lever by which to balance the entire class of champions. Though they have neglected to tinker with the ratios as of yet (to the disdain of many support advocates), the general consensus is that this change has the capacity to make supports much stronger -- as made apparent by Mid-Lulu who gets to take advantage of both the AP and Utility scaling on her abilities.
What this changes for future supports; however, is the capacity to take on the role of hyper-scaling utility. Supports, at the moment, have invisible to mediocre increases in their spells' effectiveness with the utility changes -- having to build an inordinate amount of AP to get notable change. By having next-to-zero AP scaling, but high utility scaling, future additions to the support role may be able to encapsulate the assumptions about the system that many have stated. Take a slow; for instance, by having a high utility scaling champion, a slow can become a root by mid-to-late game. Shields? They get both higher effective health with the bonus AP as well as whatever additional effect.
But; is the Hyper-support truly something that players would want? A champion with such late-game utility potential would have to give up early and mid game (like the Hyper-carries: Vayne, and Poppy) but, unlike those carries, the hyper-supports would have to be an extension of another player on their team. Champions who are at their strongest when an ally is at their strongest have been hit hard with nerfs, in the past (Yorick, Zilean). In order for the "ideal Hyper-support" to exist, Riot would first have to amend their anti-synergy policy.
If there ever is such a thing as a hyper-support in League, I posit that it would be a champion with weak laning phase -- which could be bad when paired with a weak laning marksmen -- but with high enough utility scaling to improve their cc/stat increases significantly by end game. They would have to ostensibly trade damage in their kit for the utility they bring, but can't be completely unable to output damage -- low AP/AD ratios, medium-high base damage.
Potential abilities
(Slow): Low base slow on an average cooldown with a short duration. With a few items, becomes a snare (100% slow). After a threshold percentage slow, becomes a knockback -- reversing movement -- which displaces based on AP/AD (200% < 300%).
Wacky things could be done here, instead of the knockback. Because you are reducing movement speed by more than 100%, you could invert the target's controls, making their forward movement cause them to retreat at whatever difference between their movement speed and 100%. While this makes it unwanted to build pure AP/AD to bring the utility above 100%, it does add in some counterplay.
(Shield): Medium base shield on an average cooldown with a short duration. The shielded amount of damage scales very low on AP/AD, but the conbat/defensive stats scale heavily.
While this is a mechanic common to supports, there are still manifold possibilities with shield-stat combinations. Further, adding in different/additional stats at particular AP/AD thresholds might go a long way to making the generic shield different.
(Heal): Low base heal on a long cooldown.
Another common mechanic that is also commonly paired with a combat/defensive stat.
(Speed): Low base increase with a medium cooldown and a short duration. Deconstructed dash allows for different movement mechanics: movement speed, dash, blink.
By increasing movement speed over a particular number of units traveled rather than time elapsed, a utility scaling support would be able to not only speed up allies, but give them a flash to avoid dangers. This would be difficult for the Support to use (unless they want to troll with it) as it would displace an ally during critical engages or escapes.
Any other, generic ability ideas are more than welcome. I did not add an overt "Stat boost" ability since supports typically use heals or shields as a stat mediator, though the capacity to throw attack speed and only attack speed on an ally would be a somewhat okay ability in-and-of-itself.
This is not me creating a new champion concept, rather theorizing what I believe Riot is capable of doing with the season 4 (2014 season) support changes.