I love the QoT, and greatly enjoy playing defensively and playing a support role shielding my team and using my shamblers to do most of the 'heavy lifting'. However, a major point I have come across, at least to me, is that there is no incentive for me to come out of bud form, when I gain armour, health and mana regeneration and splash damage to my attacks which somewhat offset the attack speed penalty (which I've never noticed as I never go into battle without summoning shamblers first). The only reason I choose to go flower form is to cast Uproot, and even then only if I've gone for a build with that in, the other two activated abilities are lackluster, especially considering the splash damage I gain.
Therefore I propose that the benefits of the QoT forms should be split thus:
Flower Form
Increased Attack Speed
Increased Minion Damage?
Increased Mana Regeneration
Attack Splash Damage
Bud Form
Movement Speed Increase? (only slight)
Increased Minion Health?
Increased Armour
Increased Health Regeneration
Even with defensive/support builds there would still be an incentive to come out of the bud to regenerate mana at a faster rate. Maybe a slight buff to the effects of each would be warranted to compensate for not being able to have all the benefits at the same time. Whilst keeping the bud form as an effective defensive form to get away more safely.