Quinn, Damacia's Wings [Rework Concept]

Quinn definitely needs a rework. Not specifically for the reason that she's not strong, it's for the simple fact that her kit is... Boring. Her ultimate is what makes her an absolute blast to play, but outside of this? She has a straight line skill shot, an ability which has a bird caw above you, and a small point and click dash to engage or disengage with. They're not the most stunning of things to witness.
So here's the question: how do you make her kit more engaging in all aspects?
The answer, to me, is simple. You add Valor to the map. I never understood why he pops in and out of existence. I never understood why he becomes larger when he's holding Quinn. And, I never understood why I shouldn't be able to see a bird cawing in the middle of the lane. Like, that sounds like the funnest thing ever. Pet birb. Mmm.
So I tried to integrate Valor as a unique entity within the battlefield; one with a large presence. Read up on it below.
EDIT: Suggestions came in, oh my~
#[Passive] Harrier :
Valor marks enemies he's attached to as Vulnerable every [8/6/4] seconds. All units hit by Blinding Assault, Vault and Skystrike will immediately be marked as Vulnerable. Quinn's basic attack consumes the Vulnerable mark, dealing [10/60/100 (+10/30/50% AD)] bonus physical damage.
Harrier is disabled while Behind Enemy Lines is active.
Notes: Passive gets stronger at levels [1/7/13]. An important aspect of Valor is that he can now attach to enemy champions, and thus apply Vulnerable marks. This insures that the Vulnerable marks are not random, and consequently emphasizes skill and target selection in Quinn's kit.
#[Q] Blinding Assault : (Cooldown: 11/10.5/10/9.5/9)
Valor dashes up to 1025 units in a straight line. Valor deals [20/45/70/95/120 (+80/90/100/110/120% AD)(+50% AP)] physical damage to the first enemy he collides with, and to all enemies in a small area around the enemy he collides with. Valor cannot collide with enemies within 150 units of him at the start of his dash. If the unit he collides with is an enemy champion or monster, he attaches to the unit, applying nearsight for 1.5 seconds. Non-champion targets are disarmed instead for the same duration. Valor cannot dash outside of his maximum distance from Quinn.
The dash's speed increases with movement speed.
Notes: Valor, being an actual presence in the field, can swoop from any angle and attack. Although, it's important to keep in mind that Valor's range from Quinn is determined by Quinn's W, which was essentially completely changed.
#NEW [W] Azurite Eagle : (Cooldown: 4/3/2/1/0)
PASSIVE: Valor exists as an untargetable pet. Valor can attach to Quinn and enemies. Valor has vision, but cannot see camouflaged or invisible units, and cannot see when near a pink ward. If Valor is attached to Quinn, Quinn gains an increased vision radius and [4/6/8/10/12%] bonus movement speed. Valor has a maximum range of [1000/1200/1400/1600/1800] units away from Quinn, and cannot move further. Valor has [140/170/200/230% (based on R level)] of Quinn's movement speed. Valor ignores unit collision, and ignores terrain.
Valor reveals enemy champions he's attached to. If Valor attaches to an enemy, Azurite Eagle and Behind Enemy Lines is put on cooldown.
ACTIVE: Valor moves to the target destination.
ON SELF: Valor attaches to Quinn.
Notes: Now this is the big boy change, right here. Valor actually exists within Summoner's Rift, and provides vision. Not only this, he directly determines where Quinn's abilities are aimed. Having a pet bird in lane? Fun. Large skill ceiling? Also fun. Trust me when I say I really want a raptor hovering menacingly in front of the enemy.
This essentially provides Quinn with vision over areas she's worried about. The counterplay comes from vision control, which messes with Valor and makes him freak out. If the enemy wants to prevent Quinn from seeing into Baron Pit, all they need to do is plop down a pink ward. Easy peasy.
Having an untargetable pet in lane, as well, makes for some really, really fun times. Your lane opponent can constantly be looking over at the large eagle hovering in their lane with beads of sweat dripping down their face. And this, to me, sounds like a great time.
#[E] Vault :
(Cooldown: 12/11/10/9/8)
Quinn dashes to Valor if Valor is within 700 units of Quinn. If Quinn collides with an enemy unit, she knocks them back, dealing [40/70/100/130/160 (+20% AD)] physical damage, and applying a 50% slow which decays over 1.5 seconds, before leaping back and landing 525 units away from them. If the enemy Quinn collides with is a large monster or enemy champion, Valor will immediately attach to them. If Quinn doesn't collide with an enemy champion or monster, Valor immediately attaches to Quinn.
Notes: Instead of having the dash be a point and click, I decided it'd be reeeally fun to have it as a dash to your bird. It provides a lot of fun possibilities, and also it'd probably look cool as all hell.
#[R1] Behind Enemy Lines : (Cooldown: 8/5/2)
Quinn calls Valor to her. Upon attaching to Quinn, Valor picks her up and they unite, gaining the ability to use Skystrike. While Behind Enemy Lines is active, Quinn moves with Valor's current movement speed.
Suffering crowd control effects while Behind Enemy Lines is active cancels it. Taking damage from champions, monsters, or turrets while Behind Enemy Lines is active causes Valor to move at Quinn's movement speed for 3 seconds.
If you have at least one point in Behind Enemy Lines, respawning or returning to the summoning platform will automatically activate Behind Enemy Lines. Launching Blinding Assault while Behind Enemy Lines is active automatically ends Behind Enemy Lines.
Attacking a Vulnerable target grants Quinn [20/50/80%] bonus attack speed and [20/30/40%] bonus movement speed for 2 seconds.
Notes: If you notice, I removed the channel required for Quinn's ulti, instead making the time it takes to attach dependent on Valor's distance from Quinn. In order to nerf the ability, I provided the enemy to have counterplay by cancelling her ulti with any crowd control effect. This provides a happy balance, allowing her to relentlessly pursue low health targets and move around the map quickly, while providing her ulti with some things that could very well mean she can't get into a fight.
#[R2] Skystrike : (Cooldown: 160/130/100)
Quinn flies higher for 0.5 seconds, during which Behind Enemy Lines and it's effects cannot be disabled. After this, Quinn detaches from Valor, ending Behind Enemy Lines' effects, and deals [100/150/200 (+50% AD) (+15/20/25% Bonus Movement Speed)] physical damage to all enemies within 700 units around her.
Notes: This essentially brings a huge impact on teamfights and skirmishes, giving her the choice to completely detonate an enemy champion (if she chooses to run full movement speed) or give large swaths of enemies Vulnerable marks to proc harrier with. Moreover, it gives her a nice way to double down on an assassin build, if she so chooses.
Now this sounds like a fun kit. Like, seriously, it does. Having an eagle in lane who pecks at people? Amazing. Having a vault that brings you and your eagle closer together, as partners in killing? Heartwarming. If I saw this rework happen, I'd probably main the sonovabitch.
I hope you enjoyed! Is this overpowered? Is it underpowered? Is it interesting? Birb?
Those questions aren't for me to answer. Feel free to comment about it below. [slayer-pantheon-thumbs]