Comprehensive list of possible changes/things to look at for confirmed Heimer changes..
Now, since our plea has been heard and Heimer changes (specifics unknown) are confirmed.. hopefully Riot will listen to the players in what we think needs to be addressed or possible changes that could put Heimerdinger in a good place once again without having to do a full scale rework.

More Durable Turrets One of the most prevalent complaints about Heimerdinger from players are how flimsy his turrets can be. Riot attempted to remedy that with the AP to HP scaling on his turrets, but most AoE abilities continue to one shot turrets. Any ranged champion can take them out without issue outside of turret range, and many times people unintentionally eliminate them in teamfights not even targeting them with basic AoE abilities. If turrets are supposed to be Heimer's primary source of damage they should be more reliable. I propose the health system that Zyra's plants use, that way they're still killable but it has to be conscious decision, not something done on accident. The normal turrets can have 3 health bars, which regen (like wards) if undamaged within a certain amount of time. His ultimate turret could have 6-7 health bars. This would reinforce Heimer's identity as a lane fortifier.
Longer Range Aside from the previously mentioned issue, the main culprit which resulted in Heimer being slowly forced out of midlane toward a (then) more favorable top lane was the range most mid lane mages had over Heimerdinger. Especially the ability to auto attack Heimer's turrets while still taking no damage. A slight range buff to the turret basic shot would go a long way.
Passive? Heimerdinger's passive goes virtually unnoticed in any game, and rarely makes any sort of difference. It also doesn't fit in his kit thematically whatsoever. The only upside is HIS sustain early game in lane, which can at times, when taking advantage of % base HP regen items can be oppressive. His passive could be around his turrets, maybe the ability to augment them. Maybe after a certain period of time without being destroyed, they "leveled up" and gained new effects like HP/Armor etc. Which would further reinforce his identity.
More Item Options Since the majority of Heimer's core items as of recent were nerfed/reworked to be less optimal for Heimer, giving him better options for items would be nice. For example allowing his turrets to gain bonus attack speed based on his, and allowing them to proc on-hit effects like Nashor's etc etc.
Abilities Lower the CDs of his W and E, and make E scale in stun/slow duration. Possibly allow him to stock 3 turrets starting at level 1, allowing more leveling options ability wise.
These are just a few things, will update when I have more time.