I like the concept, but it needs a lot of balancing to not be completely broken. Also the design should be more in line with the game, but lets not focus on that.
Weapon: Alice launches a slow-firing guided orb projectile.
1 - Passive: : Allies within 5m of Alice can open the shop and request an item from her robot courier who will travel to the shop & bring the item to them.
Active: Alice's next basic attack is an aoe, knocks back and slows.
At T3 this orb remains on the ground, slowing enemies in an aoe.
2 - Places a popping bubble around an ally or herself that knocks enemies away
At T3 it cleanses the target and gives movement speed.
3 - Channel a beam of white magic that heals allies and cleaves to damage enemies.
At T3 it will root enemies if they are hit for at least 50% of the duration.
4 - Alice throws her bot to an area where it will vacuum up all projectiles [including her orbs] and souls in a large AOE. Any orbs sucked up will damage enemies on the way to the vacuum.
* Her courier must be nearby to use this. Otherwise, it's a resource with a 1 second cooldown between uses.
At T3 enemies are slowly pulled towards the center.
A slow fire weapon that has guided projectiles can quickly become too strong with items that increase shot damage, like Mystic shot, and headshot damage boosters. So far weapons that are not normal shot projectiles have not been introduced in the game yet, so it might not be fitting if the goal is mainly hitscan weapons.
Ways to balance this would be the projectile speed and how much it can curve, but i think making it balanced would also mean not making it fun for the player using it. And making it fly fast enough where you can consistently hit, makes it way too strong and the strongest peek and shoot weapon.
Abilities;
1 - Having a shop that folows you around is extremely powerful, since you will never have to leave your lane. This breaks the current gameplay loop to some degree but could potentialy be better balanced if you place the shop down and enemies can destroy it with gunfire and abilities.
2 - I love this ability, its a nice balance between defensive and buff.
3 - A persistent beam that has AoE Cleave, And AoE heal for allies is way too strong. Add an even stronger root ability to that where enemies cant dodge it, and you have the most overpowerd thing in the game. Even if the dps and heal is 10hp/sec this would quickly become crazy in the right (or wrong) builds and with teamplay.
4 - A throwable AoE soul secure as well as soul deny ability sound very strong, so its radius, duration and cooldown need to be limited to be balanced. Add damage to that, and even a pull on enemies nearby, turns this into an overtuned version of Dynamo ultimate.
Im not a fan of the ultimate ability, as there is no strategic play to it. It just works always.
Conclusion; With some work on the character visual design, and taking the good parts out of this. I think there is some potential for a support character that plays different from what we currently have in the game.