How I would change Sej (from a Sej main)
I wil try to keep this brief:
I really don't understand the knee-jerk nerfs. I think more time is needed, but also I think they nerfed the wrong stuff. The goal of the rework was to lower Sej's overbearing team fight presence and provide a less punishing early game jungle clear, yet they left the former alone (for now) and nerfed the latter.
Here is how I would do it:
Passive: remove the damage completely. Nerf the resistance (couldn't say by how much, would start at 15%), make it persist for 2 seconds always, but scale to 3 seconds when 3+ allies are nearby
Q: fine as is
W: keep the mana and cd as is post nerf, but buff the damage (so in the end W gains about 30% of the damage that is no longer in the passive)
E: remove melee ally stacking. Allow Q to stack it, make it cap at 3 stacks. Melee allies can now dash to frozen targets (think like Ivern)
Ultimate: fine as is
I am not so ignorant to think this wouldn't need iteration, but I think this is a direction that makes more sense. Stop giving Sej burst damage, just allow her a healthy jungle clear, make her useful in teamfigts, and promote building tanky.
I also think the suggested melee interaction promotes this "warband leader" idea. Sej SHOULD be in first "setting the example" which in turn inspires and empowers melee allies to follow up