Vision System
I'm not entirely sure what the intention was, but the system is incredibly painful now.
In lower elos especially, it has NOT remedied the issue of low warding, if anything it has just made it far worse. As a support, with a sightstone that only carries 3 wards and doesn't refill, I have to recall constantly to keep just my small 3 wards plus pink up. And, by spending the gold on an item that forces me to recall often, I missed out on relic/frost/oasis gold and experience with all that time I've spent back in base. In a properly coordinated game, of course, vision is paramount. But when it's so easy to clear wards, and wards are SO HARD to acquire and place, it's very hard to choose it.
In fact, in encourages dichotomous games. If I'm winning my lane I often don't buy the item at all. Why? Because it's simply not cost-effective enough versus getting damage or tank. Let's say my first back I have 900g. Will sightstone really provide the value versus targons and health? No. No way. Now I'm pretty tanky and I'm offering sustain to my adc, plus between our two yellows, we've got enough minimal warding in play. Second back, I've got another 900g, do I buy sighstone now? Nah. Not when I could get half of sunfire/deadmans or boots and roam to provide presence for other lanes. Same argument when rushing frost queens. So now, compare to my enemy support. He buys sighstone, great, they have a little more early warding value for the lane, but in a 2v2? They're getting destroyed. My extra regen and tank far outclasses his options.
So then we move to midgame. We all have blue trinkets and pinks covering our jungle, and can aggressively outward with the blues occasionally as well. At this point, if the game is close, then yes, a sightstone makes sense. But how often is the game ACTUALLY close by this point? See, we've been steam rolling bot because I rushed tank options, which pulled pressure off of mid and top. So our team is simply winning. Why waste gold on a item to protect against invades when I can push my advantage and finish fotm/sunfire/deadmans and completely overwhelm the enemy with my ability to tank and peel? Sightstone is now a niche item for the masses. It's been relegated. Was that really your intention?
Even with your current 'buffs' to the tier 2.5 sighstones, they're far too weak for me to care. You're not competing against sightstone varieties, you're competing against fotm + tank or frost queens + damage plus minimal warding presence from trinkets.
Now imagine being on the receiving end of this strategy. As a support on the losing side against a steamrolling tank/damage support, I'm forced to buy sighstone to try and control the enemies advances. But if ONE of my enemy purchases a red trinket, he can clear all 3 of my wards with one cast. And his red trinket was free. It cost me an entire pathway of strength. But I HAVE to purchase it in the hopes it offers a measure of control over the team rolling throughout our jungle.
If we're so hell-bent on reducing the influence that supports can have on vision, can you at least give us a mechanic to return to the fray more quickly (sighstone gives double speed boost out of the gate) or perhaps earn a small gold/xp bonus when recall at 0 wards in sightstone? Or a mini-game mechanic that provides the current ward-king with some kind of in-game bonus. Something. This is already a book.
As a tangent, what's the purpose of removing the tooltip on pink wards that allowed me to quickly see "oh wait, is that pink mine?" Or, is a reminder to indicate which teammate hasn't placed a pink really too toxic? I find it hard to believe that such a thing is even considered toxic with how rarely we as a community even ward, much less jump on a bandwagon of insulting those that don't.