Jinx Early Game (Slight Nerf)
I don't know much about playing as Jinx, but as someone who plays bot lane in the majority of my games, I know about playing against Jinx. The issue I have taken with her isn't specifically her fishbones range; if riot wants to give her that that's fine. The issue is that she gets SO MUCH MORE out of her mana than other adc's can. With 20 mana per attack, when levels 6 and higher start rolling around, her mana pool is increasing, while other competing adc's have increasing mana costs to their spells. This becomes clearer as wave fights draw out.
If Jinx's Q had increasing mana per atk (as ex, 20/25/30/35/40), OR if it was based upon base mana pool (ex 4/5/6/7/8%), I feel like this would provide opposing ADC's more counterplay. This would (1) make the jinx have to decide about spending that mana for that wave clear or harass (as riot had originally designed, even though it doesn't seem like the case at higher levels) and (2) make the jinx decide if it is worth upgrading the skill for more harass range and waveclear capabilities, or to max out W (Zap!) for more single target damage harass/slow.
As Jinx is at the moment, the fact that her mana cost doesn't increase with each level but her range does leads to a pretty dominate force by the end of the laning phase (because again, for other ADC's to keep pace with her wave clear, they have to spend more mana on spells that increase in mana cost as those spells level).
I feel like this balance wouldn't prevent serious to keep jinx players, but enough for opposing ADC's to contend with her during the earlier phases of the game (which still allows for Jinx to hold her spot as a great late game carry).