I have thought for some time now that the super minions are far too powerful for healthy gameplay.
Taking an inhibitor should be a huge tactical advantage and should be prioritized as an objective, but the current super minions feel oppressively powerful.
Let me give you a scenario:
Blue team is behind and has lost two inhibitors. They see a fight at baron brewing and go to contest. Against all odds, and through skillful and tactical play, they win the teamfight with only one casualty. Unfortunately, they lose shortly after because the super minions crushed their base in the moment that they left in unguarded.
This situation runs completely against all aspects of skillful and enjoyable play. The Blue team is robbed of their reward for skillful play and the Red team is robbed of a satisfying victory.
So how do we solve this issue? The trick is to make the taking of an inhibitor feel meaningful while still allowing for counter-play. The game should be over when the nexus falls, not when the inhibitors do.
My suggestion would be, rather than making the super minions so powerful, have the inhibitor loss debuff the minions of the "losing" side. This means that a champion can conceivably still kill the super minions (instead of supports and mages feeling uselessly outmatched by a brainless minion)
I am certain that I don't have the best answer, but that's what the boards are for...right?
Oh nevermind..