@ricklessabandon Since you are trying Ahri changes
I noticed you tried out putting her heal on her orb. I was kind of happy to see this change being experimented on because traditional it was the best use of the old passive most of the time.
However, since trying to test a lot of things out for Ahri, just for completeness how about trying a sustain interaction on her charm. I have two thoughts for this.
Option 1 Reduce or remove the base damage of charm, keep the damage amp, and give Ahri 5/10/15/20/25 % omnivamp against the charmed target for 3-5 seconds. Maybe extend this to all her allies as well if you want to lower the amount of omnivamp.
This makes charm completely utility but gives her an opportunity to trade well in an all in. You might want to try this out to see if giving her more healing but putting a risk-reward aspect to it is a good thing.
Option 2 Have charm apply a buff where if that champion/minion dies within a few seconds you get % missing health back (maybe % missing mana as well). This would be less effective on minions. Maybe let it heal allies who got a takedown reward on the charmed target as well.
I remembered one of the goals of this rework was to make her a little better when ahead. This would lock Ahri's healing behind getting a kill or assist, which would give her less traditional sustain but let her snowball harder. You could also use it on a minion if you need health during laning, but in doing so you either give up on all in potential or you whiffed on your skill shot and this gives you a small compensation if you hit a minion with it.
If you want her to be able to have some use when she's behind but the team isn't, the healing of allies if they kill a charmed target would definitely give her value in a teamfight, even if it bends her away from her current theme. Even if this part doesn't work on Ahri, you guys might find you like the mechanic and save it for a future support skill.