Wards: Ideas, Mechanics, and Considerations
First off Kudos to gr8owm, I like your harvest idea and the CDR affects.
Idea: Change Wards to a Summoner Spell and add counterplay Summoner Spell Warden's Eye/Sweeper. Update all champions to have 3 Summoner Spell picks with each Summoner Spell being Unique. Remove Wards/Sweeper from the Store. Mechanic: Encourages spy vs detector gameplay with equal balance across teams. Reasoning is that access to wards would no longer be dependent on available excess gold and / or sacrifice of build. Considerations: Should Wards be available without impacting earned gold? My perspective is that Wards have two purposes: To be targets of abilities and to grant vision. The proposed idea removes the gold dependency for accessing wards. The store's main purpose, as an in game function, is to buff champion stats. With that perspective Wards exists outside the scope of that game function. Based on what has been defined by League of Legends, I am lead to believe that Wards / Detector abilities should be achieved by any of the following: Summoner Spells, Champion Abilities, or possibly Runes. With this in mind any Champion that has Place Ward like abilities (Shacco, Caitlyn, Nidalee, Heimerdinger, Teemo) should be carefully considered so that their value remains balanced since their value is reduced due to the presence of Wards in the Store.
Idea: Ward/Trap/Evo Turret Upgrades by turning Wards/Traps/Evolution Turrets into a common resource that can be spent on in game placed objects. Mechanic: Place a ward / trap. Select second ward from inventory or cast a second trap/turret ability and cast it onto the placed Ward or Trap or Turret. This would yield increased duration, increased hp, increased vision range. Considerations: Enables a given trap to have the vision range of a ward, allows Trap or Evo Turret or Ward to have duration refreshed even after being triggered, allows ward to have offensive ability. Could create new combo synergies when using Game Object Placing Champions.