Jungle vs Laning
While I know the meta has shifted to having a jungler in every game for pure efficiency to allow two lanes to soak xp and duel and bot to dual duel or support, one thing that is not as necessary is that there are no objectives to take in jungle. Sure there are buffs that both sides can get, or not warding properly can cause super ganks, however, you can complete an entire game w/o stepping foot in either jungle. If they want to stress the need to jungle more, objectives like the circles in 3 man could be placed in jungles that would have to be captured to allow a reason to also have to venture jungle rather than just pushing lane, I think this would force far more jungle gank plays in team fights as two extra incentivized objectives.
Another idea that I was thinking might work for lazy players who CS well but do not like to necessarily go ward around because of vulnerability, would be high cost wards that could be purchased/placed from the shop that act like normal wards after placement. Not only does this allow for someone heavy carrying to place wards around map to help new players, but it also acts as a cash flow manager, do I place higher end wards or get my next item for some players. Late games it allows people that have filled all items and are banking gold to do something else with their money to help win matches. Say allow shop placed wards to start at 250g for the first, and scales up by an extra 250 per ward placed, so second ward placed is 500, third costs 750, etc. And the cost reduces as one of the wards is killed (kill price is same as regular wards) or wears off. Basically allows someone who is high in CS to help ward other places, or someone who is carrying hard who has banked cash and nothing to spend it on, to help the team rather than trying to solo carry.