I disagree wholeheartedly O_o
I main Taliyah and have been playing her for a while now.
They actually just nerfed her Q back up to 11 seconds at rank 1 last patch.
It feels pretty bad but not super duper unplayable.
The worked ground is actually really useful early game.
Position it to the side of a wave and use it to help last hit or get poke in on the enemy.
When you cast Q on worked ground it only costs 1 mana (basically free) instead of the full Q cost, which early game is A LOT of mana.
Seriously, early game you can only get in a couple rotations before you're OOM, so worked ground is like a blessing.
Outside of the reduced cost Q though, yeah, worked ground is a bit of a hassle later in the game. It used to grant movespeed while walking on it, but Riot removed that when they made all the big changes to her kit.
I think finding a way to buff her exclusively mid lane might be nice, because while she has been finding great success as a jungler her mid performance has been just "meh". But I don't think she needs any super drastic buffs to her Q or worked ground.
//Also, I just looked at your profile. The reason you probably think Taliyah needs buffs is because you are running Conqueror, Press The Attack, and Lethal Tempo... All mostly AD auto attack based runes, while Taliyah is an AP caster... Wit's End, Nashor's Tooth, Stormrazor, Rageblade, and Trinity Force are all pretty TERRIBLE items on Taliyah.
My suggestion is to try running either Electrocute with Sorcery secondary if you're confident and going to be roaming a lot, or Aery with Domination or Resolve (mostly against assassins, bone plating + chrysalis) secondary. And build Ludens and Rylai's (situational but useful most games IMO) into other situational AP items.