I think they should keep current Karma the way she is for the most part. Implement the shieldbomb to her E again (why remove something that wasn't problematic, just unpopular? why would they get rid of options?), remove the high base damages on her Q and increase the AP ratio to bring her back midlane while keeping her viable in support.
I would agree, however, that the ideas in old Karma's kit should be returned on either a newer character in the future...or maybe they should make it so that when we select Karma, we can choose to either play as New Karma or Old Karma, and essentially create two Karma characters! :D
No but seriously if they did that I would scream.
Her fans with hidden blades were a very creative concept that shouldn't have been scrapped. Her allied tether might not have been an effective ability, but I can only imagine how cool it felt to use. Two mantra charges seemed kinda nice, rather than where we have to obnoxiously weave AAs with her relatively low AS early on to squeeze out Mantras. I didn't really think her old Q seemed very good, neither unmantra'd nor mantra'd. The heal seemed kinda shit when I saw old YT videos of her, and being that it was so close range, it just didn't really work for teamfighting, which is why most people resorted to her old shieldbomb, which was equally as problematic in conjunction with how much AP her passive gave at low health (we're talking insane amounts of damage with a targeted, unpredictable ability that could be cast on minions). Regardless, Old Karma looked more fun than the new one tbh.