Since the fountain is split into five parts ...
... and every single champion got its very own spawning point at the start of each game, why shouldn't recalling and respawning champions put them back onto these spaces aswell?
As far as I know on current and new Summoner's Rift the champion gets placed into the center of the fountain after a recall or respawn. I think that putting them into their initial spot would "manifest" the whole idea of Summoners controlling their champion. Just for the visuals and consistency.
Edit1: If that gets implemented, something like the teleport target particles would be great for recalling, too. Whenever a champion starts recalling, a blueish glimps/circle/whatever should be seen in the fountain. Something I got used to after playing LoL for years are champions poping up in base while I was buying items. At first it was ... spooky, because I never expected it. You know, it's the whole someone appearing in base instantly with this loud recall-has-finished sound.
Edit2: Okay, maybe I am getting greedy now but could you recyle the first spawing flare particles for normal respawning? On both versions of SR there is this little blue cone to be seen after a respawn which is often blocked by larger champions (yordle rules). I saw that nice effect you put in for the start of the game. I'd suggest to reuse it.
Edit3: Here's another complain I just made up: there is this bound checking for skills so you can't cast spells outside of the map. If you select e.g. Morgana's W-AoE-skill and move the cursor around the fountain, you'll notice a twitching or jumping of the cursor. I'd guess the intern algorithm uses the navigation mesh for the check and because the fountain is round, but the mesh is made of rectangels, this twitching cursor is made. Maybe you should disable this cursor adjusting feature and just cast the skill to the closest valid point?
Edit4: Please allow us to see the stats of immune towers or structures. Right now if you hover over a nexus, which is secured by three inhibitors, you'll get a can't-attack cursor and can't check it's health. I had situations where my team failed to destroy the nexus in time and had to retreat. But we couldn't check its HP since every inhib has respawned.
Edit5: ^_^' This hasn't directly to do with the upcoming SR upgrade: I'd like to have an extra option to turn off the camera movement after a recall. Just like for respawning. Also a very short transition from color to gray shades and vice versa (death and respawn) would be great. By now it's a "flash".
Edit6: I see the enchanted heal potions (a.k.a. cookies) in the item shop (by clicking on them) but can't buy them directly. I have to buy normal health potions instead. That's kinda odd.
Edit7: The item shop window doesn't block popups below it. If the window overlaps with the character items in the bottom left and the cursor points at both item below and shop window above, the tooltip will appear and block the view. Sometimes two tooltips show up at once when the cursor is positioned unfavorably.
To think about feedback makes me remember all these tiny details I wished for years. They aren't significant but make the experience feel more ... polished.