[{quoted}](name=Im Atuko,realm=NA,application-id=3ErqAdtq,discussion-id=4VJAAEVT,comment-id=0002000000000000,timestamp=2016-04-18T21:17:21.825+0000)
But one of her problems is how reliant on AP she is
Because of how much AP she needs to actually work, if she doesn't get it then she's fucked, her base numbers aren't doing it because they've been nerfed
It feels terrible getting behind on Sona at the moment, especially because you're playing a support champion and are expecting to make a come back for your team
As a Sona main, I don't really agree with the sentiment that she's AP Reliant. Considering that not a single ratio of her goes above 50%. (collectively, her spell, aura, and powerchord would, but she doesn't have a solo spell that heavy.) And I mainly point this out, because we are picking up lichbane and Luden's over a death cap. (But those two items are good for other reasons, not just poke)
I also state this because of her Early game. If I'm not directly countered, I find that I can win most matchups in the early game.
As for your original Question. Improving Sona's auras would likely turn the game too much into a stat's check for her team. The only way you could add counterplay to that is if you had to chose your targets. This would be counter intuitive for her Auras, but it would work great with her powerchord mechanic.
And that's where I feel like more room for supportive features can come from. Right now, her Q-powerchord is basically goto for her. Increasing her damage from her powercord, (Which affects towers by the way.) without really worrying about her teammates capitalizing on it. (Compared to her other two chords, which are a limited duration damage debuff, and a slow) One idea I had was turning it into a defense shred, (of similar duration as the other powerchords) allow it to increase you allies damage to a particular target.