Is Ohmwrecker undervalued? Should it be given any improvement?
Ohmwrecker gives less defensive stats than Randuin's and Sunfire, yes, but neither of those two grant a 100% bonus to your base health regen. I can't tell you how many times that health regeneration has let me bait people as jungle Leona into chases and ambushes. So you're missing 200 bonus health and 20 bonus armor, that's not THAT terrible. The 10% CDR alone should be enough to make one consider it as an alternative.
That and the Point Runner passive. Point Runner is probably the most underestimated item passive in the game. 30% bonus MS while near turrets (and fallen turrets) is unbelievably useful when you want to make someone chase you, or for when your Mobi Boots deactivate on you during a fight. Or for when you're charging down a lane to save the day, that speed can be critical.
Granted, I don't get Ohmwrecker on everyone, but on jungle Leona and jungle Alistar at least it's very fun.
On the flipside, however, Ohmwrecker doesn't work if your team is behind, since its active can't be used for tower defense. When you're behind, it only becomes a stat-stick, something I think is kinda lame.
Now, this is just my opinion, but I think you'd actually see Ohmwrecker used in high-level play if its active could also be used on nearby allied turrets, performing a different effect than what happens to enemy turrets. It'd be absolutely sweet if you could use its active when the enemy dives a turret as a means of "springing the trap".
However, I don't know specifically what I'd do for an on-ally active effect. What do you guys think could work?