Can we talk about Super Minions from a game-design perspective?
All discussion of balance aside (since they are the same on both sides of the map) I think that Super Minions are in a bad spot.
To illustrate why, I would like give an example.
Let's say that one team is significantly ahead of the other, and has taken all three inhibitors. The other team, backs against the wall, manages to win through an impressive display of mechanical skill and teamwork. They aren't able to capitalize, due to the inhibitors, but that's fair. The other team should get some reward for taking those inhibs after all. Another fight breaks out (the losing team managing to keep the minions off with 3-4 of their members doing nothing but clear waves) and pulls out another miraculous victory. While they were winning, however, the super minions killed the remaining towers and nexus.
Which team can feel good about this win? The losing team gets nothing for their two-straight wins against a more powerful team (and lives with the knowledge that their base was killed by minions) and the winning team wins on the back of, not their teamfighting prowess or superior rotations, but an AI controlled unit that marched forward and did everything for them.
"Winions" in this form must go.
I don't know what the answer is, but the game shouldn't be over when one team takes a few inhibitors. Minions by themselves should not be able to push over towers when they are defended.
Personally, I would like to see a change that allowed supers to push towers just as fast when lead by a champion, but made them manageable when being dealt with by an enemy champion.