I'd have a charm on her as well. That's what I intended.
Now to address some concerns.
Freesia's passive, I guess changing it to flat MS is probably for the best, but what if the current one had the MS decay over its duration? Would that help?
Now for Freesia's Q.
For the first half, that's probably a case of me badly miswording things. The pushback range is very short (melee range is generally 125 distance), and not nearly as large as Janna's. But seeing your comparison, I guess I could lower the pushback to 50 distance; it's not really good for pushing an opponent into something, but for tripping up someone like how Maokai does with his Q.
For the Q heal, that was also misleading; it doesn't heal the same way as Karma's old Q did. It's more like what Soraka is getting now; it heals a flat amount, which becomes 1% more effective for every 2% of her ally's missing health. The base amount is going to be weak (with also a weak AP ratio), but if your opponent is at 1% health, it essentially heals 50% more. Cost inefficient for sustain, but good if your ally is almost dead.
I do like your idea of making the mana cost steeper on the heal, though. I'm thinking I'll change it to 20/25/30/35/40 on the first half, 60/65/70/75/80 on the second half; maximum total mana cost will be 120, which isn't cheap. If that's too low, though, let me know.
Now for Freesia's W.
Judging from your feedback, I'm thinking I'll need to give it a complete workover. I'm thinking something like this (probably needs more):
On-ally Cast: Freesia dashes to target ally, granting it bonus AR/MR for a few seconds. Can be cast on self.
On-enemy Cast: Freesia dashes to target enemy, decreasing its AR/MR for a few seconds.
Part of Freesia's W is that it needs to be a mobility tool, letting her navigate a fight. She gives up any sort of harass capability in order to get that mobility, so she can't poke in lane like Sona can. She has to take a risk in order to deal damage, which can REALLY backfire against opponents like Taric or Leona.
Now for Freesia's E.
I only added on the bonus AR/MR as a survivability tool for Freesia since she has to get into melees to do her job. If that's too much stuff on one ability, I'll look at ways to remove some parts.
Your suggestion, while neat, isn't what I'd want on Freesia. She's meant to flow like a river, moving around fights with high agility, not stick to one place and become a sitting duck if she can help it.
Finally, Freesia's ultimate, which is gonna need a remake.
I'm thinking on how to remake the ultimate to be more aggressive and more of a "power play" moment. I'm thinking something like this, but it's only a prototype for now:
Lover's Lavolta
Freesia charms all nearby enemy Champions for 1 second. Afterwards, she begins to spin for up to 5 seconds, dealing magic damage and slowing all nearby enemies. Freesia cannot attack or use her other abilities while spinning, but can still move around and can cancel the effect at any time.
Something kinda like Wukong's ultimate, but instead of high damage and a knock-up, it'd be a 1-second Charm on start-up, followed by a "slowing Bladestorm" effect. Weaker damage compared to others, but designed to trip up enemies.
I suspect, however, that this wouldn't be the greatest idea, so I'm still open to others.