How they could fix jungle problems.
1: Readd Multiple Creeps on Red and Blue. That way champions like Lee Sin, Kha, Rengar, Eve, etc all have to spend more time clearing the first camp. While AoE Champions still have around the same clear time (Amumu, Mundo, Sej, Zac, etc).
2: Lower spawn timers by 20 seconds on all camps, while also lowering the XP. This way there isn't a super optimal route like there currently is; Red > Krugs > Raptors > Gank /> Scuttle > Base > Krugs > Raptors.
3: Move Krugs to Gromp, and Raptors to Krugs, and Gromp to Wolves, and Wolves to Raptors. The two highest yield XP are the furthest from each other, meaning that if a gank happens early into the game the enemy jungler is able to go counter a high XP camp away from the enemy jungler. As it stands right now, there is no incentive to take away wolves or gromp in the early game.
4: Camps spawn at 1:30 instead of 1:28, Less time for a leash. Again slowing down early jungle. That two second change is actually about 1.5 autos worth of damage gone from the ADC/Supp.
5: Scuttle. We can either remove scuttle and in turn reduce the CD timers on Warding Totems. or Make it so that scuttle now gives vision of where you kill it, while again lowering its XP.
All of these combined should change speed of jungle and make laning much more tolerable. But this creates an issue in itself. The AFK farm jungle issue, because some single target champions like Master Yi will get completely shoved out of the jungle in the early game. While again champions like Sej, Skarner, Zac, Mundo, Amumu stay at the relative power levels that they are currently sitting on. But I think that there is a bigger underlying issue than simply "Jungle decides the game.". I think that the underlying issue is as follows below.
A: Damage is too high. Say that Mid does get ganked, simply having to leave lane is already a big issue. You lose that get to level 6 xp that you need to fight back at level 6 or be safe at level 6. Someone like Zed can one shot you at level 6.
B: Gold auto Generation is too high, being skilled and being able to farm isn't 100% needed on someone like Fizz who can click R on you and one shot you even when he has 20 CS at 6 minutes. (Which I have done at least 20+ times to fizz players, on Ryze, Malz, Kass, Cass, Syndra, Viktor, etc) He WILL have a sheen by 6 minutes, there is almost no world in which he doesn't get a sheen by 6 minutes.
C: Lack of early Vision. Ward last about 50-90 seconds depending on the level you place them. Sweepers are able to be picked up at level 1. And if the enemy jungle is doing the vision trick. Which is go place a ward at second 50 in game, back get the sweeper, do camps. By the time you get to your other side of the jungle, your vision is up. That makes for some really powerful ganks. Because that vision you got early allows you to tell where the enemy jungler is, and where the enemy team may or may not have placed wards.
Now this isn't to say that these would also be a perfect solution if they were fixed either.
A: If Riot were to magically change direction and go away from full damage this pre-season, you can expect that about 75-80% of the changes in the last two years would be awful. Most notably Tahm Kench would be extremely useless, followed by Ryze.
B: If this change goes through, some poorly designed champions such as Fizz. Would be completely useless, because they have no way to deal with poke early game. They would have 20 CS and by 90% of the way through a sheen by the time they are level 6. Gold Generation is a problem because currently it allows for sub optimal play styles. Go to lane, play super aggressive. Force both sides to back, rinse and repeat. There is no downside to doing that if you force both sides to back. Because some champions will scale harder off of levels than off of items in the early game. The only threat to them being items, such a Bramble to Mundo, etc.
C: Jungle would feel useless because everyone would have everything warded making Ganks very hard unless you come with your own hard CC.
But regardless of how I say that these are not perfect solutions, they aren't bad starting grounds. Any of these. Not all of them. Fix one issue at a time. Riot is currently going down the opp direction of each one of these. Because in the pro scene everything is pretty much opposite. Being 20 CS down at 10 minutes is massive in Pro Play, while in Solo Queue for 99.4% of players, 20 CS doesn't matter. Damage is high in pro play as well, but pro play also have comms to point out everything so that they can nullify damage off of vision and comms. Lack of Vision in pro play is countered by map control, where as in solo queue. There is not such thing as map control because you can never tell what is going on in your team mates heads.
But this is only my 2 cents, I'm sure that riot is sitting back in there comfy little chairs drinking tea or coffee, reading this and say "Lul these are awful suggestions because they are anti-pro play."