Titania is my baby and most played frame so I'm glad she's getting looked at at least but I feel there is a little more needed out of these buffs.
Spellbind: Great ability for quick CC as well as status clear.
QOL: Hold the 1 key to cast on self. It can be pretty awkward having to aim at somewhere on the floor hoping the ability would trigger when you need to clear status, this is especially evident when in Razorwing as you probably have no nearby enemies or surfaces to cast on.
QOL: Castable while moving. Several Warframes so far have received the welcome upgrade of being able to cast while moving, and newer frames like Garuda have that by default. Her casting animations usually involve her floating in the air anyway so they would not need to be changed, just unlock movement while doing so.
QOL: More of a sidenote addition, this would also work when playing Oberon too, but add some kind of toggle to see what status effects are on our teammates. It would be nice for those who like playing a support role and can keep our squad clear of debuffs.
Tribute: Not the best ability in the world, this is just a tribute. This was always a difficult ability to see if it was working or not (in regards to Dust), and having to hunt down specific enemies for certain buffs isn't great. Only needing one soul for the 100% buff helps mitigate that search as well as offset the energy cost but it still needs more. I feel like Tribute could be transformed in to her "core" ability that not only provides several buffs, but could also be used to augment her other abilities. At the moment there are 4 buffs, so there is no point recasting it until one of those needs refreshing. Instead Titania could be collecting souls much like how Nidus collects mutation stacks, encouraging continued use of the ability and spending of this unique resource. She now has the buffs immediately at her disposal, much like Vauban mines or Ivara's quiver. Let's talk about buffs:
Dust: Reduces accuracy by 50%. Hard to tell if it's working but fine as is. Thematically works as an agile character, avoiding hits rather than blocking them.
Thorns: I rarely see damage reflection being worth it in most games, not just Warframe, as it requires getting hit which is something I'm trying my best to not let happen. In a PVP environment sure, but in PVE we are up against enemies that are much tougher and do more damage than us so it's just not viable. It could find a home with frames like Inaros or Nidus who are constantly taking health damage, but not Titania. Also if I have dust active enemies are going to be hitting me less, and if their CC'd by Spellbind or Lantern then they're not hitting me anyway. Thorns would be replaced with the ability buff/super charge I mentioned earlier should Tribute be changed in that way. If nothing else, at least add some kind of Vampiric/Siphon element to it. Rather than just doing 50% damage back, that damage is siphoned to Titania and her squad back as health. This wouldn't be designed to replace dedicated healing frames but could give you those precious seconds to potentially get out of harms way.
Entagle: Again, fine, but it would be nice to have this on demand rather than having to hunt for the right enemy to get it.
Full Moon: I'm glad that this has been extended to Razorflies as companions/sentinels are currently hidden when going into Razorwing.
Something that I'm enjoying with recent frames is how abilities feed in to each other, it's much more active and satisfying when you can make the best of those synergies. I think Tribute would be a great candidate for this kind of design, I mean she's already collecting the souls of her enemies! There is potential there for something really cool and I love the idea of you getting an ever increasing pool from fallen foes. Much like how it's satisfying to build Nidus' mutation stacks, or build Gara's Splinter Storm to ludicrous damage.
Lantern: Great on paper, bad in practice. My first experience with Titania I remember being very confused as to where my Lantern target went despite the ability still being active. That sinking feeling when one day I looked up and saw the target at the top of the skybox I said "oh.... so that's where it went". I've lost track of how many teammates who don't know what the ability is just empty entire magazines into it forcing it to float away. For 75(!) energy having the enemy ping off immediately at the slightest breeze rightfully has lead a lot of people writing this ability off. Not to mention that even if it does happen to stay in place, the charm effect can be pretty wonky. I've been killed by enemies who are clearly glowing and walking towards the lantern who then snap around to shoot me, then go back to walking towards the lantern. It doesn't matter how many enemies we can Lantern at once if they all float away and better tethered targets means nothing when there is no tethering to begin with. As suggested several times before, the Quanta alt fire cubes have a rapid fall off in movement until they stop completely and could be used as the basis for how the Lantern target is affected. Better yet, get rid of the physics all together! Spellbind is the chaotic CC whereas Lantern is about strategic area lock down. Now that Garuda has been released, it would be better to have Lantern work more like Blood Altar where they are locked in to place when the ability is cast on them. They visually float up off the ground a few metres or so but have no other movement than that.
Razorwing: Incredibly powerful and fun to use. However with the lower energy pool it's often a choice between casting abilities or staying in Razorwing, usually people pick the latter (especially when Tribute and Lantern aren't worth casting given the cost). A boost to energy might help encourage using her entire kit more regularly. The vacuum is a welcome addition to help with health and energy pick ups.
QOL: Razorflies need to replenish over time, either on a timer or synergy with Tribute in that a soul converts to a Razorfly. Holding the 4 key replenishes them all at once at the cost of (base) 25 energy. At the moment it's really clunky to have to drop out of Razorwing then reenter it to get them back so a replenishing mechanic would help keep the flow of combat.
I'm on the fence about pets being active or not. At least they're made invulnerable in its current state because there is the risk that if they were able to roam around freely that would just increase their chance of getting killed. I feel like if pet AI was improved to not sit around in pools of damage then I'd have more confidence in the system but until then I'd prefer them to still be alive when I drop out of Razorwing.
I appreciate that Titania's getting looked at regardless, these are some nice additions to be fair but hopefully these suggestions spark a discussion for developing them further!