Instead of "nerfing" Sona... maybe.....
Let's make suggestions for other things Riot could do to "fix" the problem with Sona. The simpler the better, a full rework sounds nice but that's not going to be something they can dream up and roll out in-between 2 patches.
-
"nerf" support items, so that they are even worse in solo lane. Simple stuff like the passive turning off if you don't have an ally within X range (make it like 1000-1500). This allows bottom lane supports to keep the passive, while stopping other lanes from using it (unless a team mate camps the lane for a good 5+ mins... but that's a different bag of worms)
-
"Nerf" support items so that they ALWAYS give massively reduced gold on minion kills. Again this barely hurts bottom lane supports, resulting in maybe 100-300 gold loss over the course of the entire lane phase. But it cripples the other lanes ability to double dip.
Top/Mid Sona having to stay in lane for an additional 3-5 mins is huge. A roam at 6-7 minutes, is WAY stronger then a roam at 10+ minutes. Also more time in lane, means more time for enemies to punish Sona for her high mana costs, low burst, and generally bad early game numbers.
Would love to hear other suggestions for ways to fix the "issue" that is Top/Mid Roaming Sona.