Dota 2 used to have hard times for supports and people complained that supports fell off really hard in the late game. They buffed supports and today everyone is powerful and hard carries no longer exist. I think it's a slippery slope to begin inflating the soul economy so to speak with free income, just so supports can buy items too.
I also think it's too early to determine whether there is need for hard supports or not in this game. Unlike conventional Mobas, you don't focus all your time into taking last hits when the minions are on low health. If you did, the opponent would be gunning you down from a safe position until you die.
I think this game will evolve into players sharing and taking whatever last hits and denies they can get their hands on, as super focus on waiting for minions to get low health and then finish them off and then take the extra credit and also deny enemies just isn't doable, when the enemy is constantly chipping at your health.
I wonder if anyone else feels the same, as I haven't played that many online matches.
Edit: However, I think there's room for an item that gives you more souls from neutral minions, but fewer from lane minions.
Typically, its a flow in Deadlock. Get as many last hits and confirms/denies as you can, while also doing what you can to get angles and harass the opponents for either kills, or making it harder for them to farm. As is, any soul confirmed/denied close to you is split amongst everyone in the immediate area for that team.
'Supports' in this game really kind of are limited to Team Fight Crowd Control or Heals/Buffs. I'd say there are like 3 Supports in game currently (Dynamo, McGinnis, and Ivy). You may be able to lump in 'Tanks' like Abrams or Warden as a support, but I find that a bit of a stretch as they have a very different playstyle. That said, other than survival items, any of these characters can 'carry' just as easily with the right items, and the spread between a 'carry' and a 'support' is considerably thinner.
Supports in DotA were about building items that supported others like Mekanism, Wards, Dust etc, keeping carries safe in early laneing phase and denying creeps. In team fights they typically have better baseline skills for stuns, aoe, locking down etc, which don't scale with items beyond say Aghanims.
It's already quite different, and that's sort of why I'd suggest against this kind of an item design, as well as the nuetral creep items. Technically you already have it with the "Monster Rounds" item, but thats just for killing them, not the rewards. The problem with this is it promotes a play style that isn't currently supported skill wise in game - specifically jungling. In a game like DotA putting someone in the jungle meant more exp from creep kills for the entire team at the risk of a lane being solo against 2 or even a tri-lane. Since how souls are sort of like our EXP and Gold from DotA combined, and the nature of how to gain them is considerably different, you can't necessarily just have a jungle in cause it was in DotA. Having a 2 v 1 lane is considerably different in Deadlock than in DotA, and I don't think this would be a good idea to promote. While yes there is a delay before the first creeps spawn on the map, they are good as a supplemental source while you move, not necessarily something to focus on instead of the lanes. Just by nature of the game being a shooter instead of a Moba - visibility and ganking is very different etc, having someone in the jungle the entire time is such a detriment to the team.
That's just my thoughts