I'm wary of what additional factors could be introduced with significant enough power to be felt but not multiply the buff out of control, personally. Players have a history of undervaluing movement speed despite the huge impact a seemingly small buff can have on your chances of victory. (
Here's looking at you.)
One of the nice things about the random dragon cycle though, assuming that there is some relatively equal balance struck in how much weight one dragon or the other pulls, it doesn't matter as much if one of the dragons is instinctively less attractive for players to take on its own. If something like, let's arbitrarily say, half of the dragons feel important enough for teams to take once in game, that's still enough to encourage players to gamble on more objective focused strategies before getting into game.
The random order of the dragons also helps because it makes players less complacent about their schedule throughout the course of the game. And they certainly don't want the enemy team doubling up on a buff even if the original one feels kind of weak by itself.
Naturally, I don't suppose it's a good thing if 2 or 3 of the dragons do end up feeling unsatisfying to take most of the time, but if 1 out of the bunch is a little weaker feeling at times except to a smaller niche of players, I think that can be a good thing to shake up the in-game decision making to help prevent always taking the dragon being the best decision by default.