I don´t think ZOS will change the way werewolfs interact with synergies. In one of the patch-notes last week they changed so that no other synergies will be available while in WW-form. Main reason for this was to solve an issue with werewolfs being taken out of WW-form when running over a friendly synergy. The second reason, which is just a guess, is to prevent synergies to interact with the werewolf feeding synergy. This synergy is however very clunky and is basically pixel-hunting when focusing on a corpse when trying to feed.
I would like to see more synergies to the werewolf skilline however. Or at least make some skills promote group-play even more. I´ve written the following suggestions a few times but I´ll write them again. These are suggestions that I think would add another dimension to werewolf and make them more beneficial on more aspects in the game.
Rework Hircine´s Fortitude:
Current: Invoke the Huntsman's blessing to heal yourself for [x] and an additional [y] over 8 seconds.
New: Gives major fortitude to you and nearby allies and The heal over time affects nearby allies as well.
Invoke the Huntsman´s blessing to heal yourself for [x] and an additional [y] to yourself and nearby allies (up to 5) for 8 seconds. You and nearby allies also gets major Fortitude for the duration, increasing your health recovery by 30%.
Reasoning: Adds another layer to the group-play aspect where you can have a supportive role in a group.
Rework Ferocious Roar:
Current: Roar with bloodlust to terrify up to 3 nearby enemies, afflicting them with fear and setting them off balance for 4.3 seconds. If an affected enemy is killed, enemies nearby are disoriented and set off balance for 2.5 seconds.
New: "Empowering Roar" Skill no longer fears or sets enemies off-balance.
Roar with bloodlust to invoke the power of Hircine to you and nearby allies (up to 5), giving them major expedition, increasing movement speed by 30% and snare immunity for 8 seconds.
Reasoning: Same as with the change to Hircine´s Fortitude. With this morph you´ve to make a clear choice on whether you want more damage (by choosing Rousing Roar. which also synergies well with Piercing Howl) or more survivability and group-support.
Revert "Call of the Pack":
Current: Reduce the cost of remaining in werewolf form by 20% for each transformed werewolf in your group, including yourself, up to a maximum of 80%.
New: Reduce the cost of remaining in werewolf form by 20% for each transformed werewolf in your group, including yourself, up to a maximum of 100%.
Reasoning: Few skills (be it passive or active) screams "group-play" as this passive. This was changed a long time ago since it was considered a bug. Revert this change and promote group-play even more.
The next and final suggestion is more of a wishful thinking change:
New buff to Bloodrage passive:
Current: Increases time in werewolf form by 3 seconds every time you take damage. This effect can occur once every 3 seconds.
New: Increases time in werewolf form by 3 seconds every time you take damage. This effect can occur once every 3 seconds. Enemies that are affected by a bleed, are unable to stealth within 15 meters of a werewolf.
Reasoning: Being able to stealth close to a beast with increased sense of smell (Werewolfs are kind of like a dog after all) should come with some risks. With this change you can still engage from stealth. This is more a nightblade related issue that has to do with cloak. But as I said, this is more of a "wishful thinking" change and nothing I put to much importance into.