Don't get me wrong; I actually am happy they are nerfing Jade Stars with a LOS since they allowed AFK strategies, and AFKing in Star Chart is still AFKing in the game, which I don't like nor condone.
Now the problem is that even if the nerf makes Jade Stars unviable for AFK strats, it still leaves the problem that; Jade Stars, like many parts of Sirius and Orion's kit and abilities, are just too one-dimensional, lack interaction between eachother or outright don't do anything revolutionary or novel with the concept of the twins.
So first of all: Why Jade Stars needs buffs.
The ability needs an additional effect due to it's damaging effect being particularly weak, current setups that exploit them are on specific frames with abilities that deal low instances of damage in quick succesion, which means stuff like Gyre or Banshee can exploit them in low levels of Star Chart, but after Steel Path, this damage is solely outbeaten by every other alternative.
Why I think by extension Sirius and Orion could use a buff or change or two.
Mainly this is due to Sirius and Orion lacking synergy with one another and not having a direct benefit from playing off of eachother's abilities aside from playing tenis with Event Horizon and accumulating Constellation stars, these are not mututally exclusive but also are way too superficial to really matter in greater applications. So I believe adding more interactions and effect to their abilities can significantly help, the other problem is that a lot of their abilities are too one dimensional and held back in stats for their own good.
What are my personal recommendations for buffs.
So, I'm actually glad DE is making Orion and Sirius clashes deal slash and heat damage with guaranteed procs, this was one of my biggest criticisms about Celestial Clash and I'm glad they are actually implementing this to make Sirius and Orion clashes distinct from eachother, but for other abilities there's still a few ideas I feel they should implement, including Jade Stars.
I'm going to go in order from each abilities for both brothers, which one I think needs changes and which one doesn't.
1. First Abilities
Coronal Ejection: Doubles collected Ammo and Orb pickups and shares them with allies in affinity range when the scythe returns to Sirius.
Gravitic Slash: Cast angle increased from 135 degrees to 180 degrees (Ability description says 67.5, but this is doubled because it actually marks the range from the center to the side instead of right to left). Now opens enemies up to finishers.
2. Second Abilties
Jade Stars: Now applies 9% Damage vulnerability per star hit (Scales with strentgh), damage vulnerability stacks additively with other Jade Stars and caps at 10x stacks. Enemies debuffed by Jade Stars have a constellation above their heads. Helminth version does not have the damage vulnerability.
Astral Shell: No changes needed.
3: Third abilities:
Light's Sanctuary: Max damage reduction increased to 90%, healing and revive unchanged. When Astral Shell's decoy is activated inside Light's Sanctuary's circle, it gets empowered, immediatly reaching it's max damage reduction and healing, but also restoring a flat 100 shields in the span of 5 seconds.
Event Horizon: Now deals 500 slash damage per second. Killing enemies inside it extend it's damage by 1x per kill and it's range by .5m, stacking up to 10x
Pulling the Black hole with Coronal Ejection changes it's DOT and detonation damage to Heat, while pushing it with Gravitic Slash changes it to Slash.
4th Ability:
Celestial Clash: Now has an inner radius that is smaller but isn't affected by Line of Sight, this radius is 10 meters at base, but it's capped at 20 meters when affected by range mods. Gains additional 1.0x critical multiplier on matching clashes.