Eve did do this to teams, force them to tower hug and all.
Its obvious you're not sure which direction to go with her since the major changes in the past that affect her are under observation. Her base stats however mean nothing late game.
Early game, she's totally team dependent for ganks if she's to make an early jump start.
Lane wise, she'd have to have a significant boost from Runes/Masteries to pose enough threat to her foes in the beginning when she has no real items to boost her stats. That lil ring you guys suggest for her may improve her health and AP a bit, but its real job is kind of killing cash flow, as only a tiny tiny tiny portion of the AP on it is used to boost her 2 damage spells.
Maybe increasing AP ratio's on the 1st rank of spells just a little bit in conjunction with reducing base stats will help with her already poor early game, to make this a bit fair.
Evelynn is often kind of forced to go into the jungle when people ward the lanes (which is relatively cheap and more reliable as a surprise factor than the Oracle's Elixer). By making jungling more of a chore than it already is, this really only serves to slow her leveling rate down when jungling early on, and increase how often she would have to rely on healing due to minion damage while farming.
I am interested to see how she will turn out with your nerfs.
But i'm really only screaming inside at the changes that should be made somewhere else within her functionality. Still, Evelynn has the look and feel of a less face-rolley champion compared to other big name champions like Garen or Pantheon. Perhaps her usage ratio will go down significantly after the patch, and her difficulty will go back up to where it should be. I've been kind of hoping for that for a while.
Thanks none the less, riot! Looking forward to patch day.