Let's Discuss: Viktor Augments

I know there have been some threads about this topic, but most seem to have died out and I feel it is a very important current design flaw. My hope is that this thread re-ignites this discussion. I would love to hear others' ideas on how to make a meaningful adjustment to my favorite champion.
I have been playing Viktor for the entirety of Season 4. He is my favorite champion because it really does take skill to get good with him but it feels like his power cap is pretty high. Along with most of the people here, I maintain the opinion that his augment is really the only change he needs. The Death Augment blows away the other two, and Power Augment is by far the worst. The passive change to his abilities just don't do what I believe they intended them for. Or, are even counteractive to what the skill is for.
For example, W is meant to be a counter engagement tool, so why the increased range with Gravity Augment? To me that promotes using it offensively, even though that is clearly not what W is for and a poorly placed offensive W can have terrible consequences as now the enemy team can freely engage.
For Power Augment, the stats don't really help him all that much even though it is designed (I feel like) to be the option for a tanky build. The movespeed increase is fun but relatively useless in my experience, as it is still hard to peel most champions. Additionally, he doesn't really have low cooldowns so running around enemies doesn't do a whole lot of good. If his ult is not up, he doesn't have very good sustained damage, so I feel like the Power Augment should focus on sustained tanky dps. Instead it makes him a tanky mage with inferior burst (because you don't have Death Augment).
Here are my ideas for changes to his augment. The actual numbers are that important, its the idea behind it that I'm trying to get across.
**Death Augment
Intended Role: ** *Long Range Hyper Carry Mage *
Change: Shift some of the flat Ability Power you receive into Ability Power per Level. Ultimately give it more power by the end of the game. Currently, you get 3 AP per level and then 45 AP when you buy it and 30% damage on Death Ray for only 1,000 gold. Instead, the core now has 5 AP per level and 25 flat AP. This will reach the same AP as the current Augment by level 10 (75 AP). By level 18 it has an additional 16 AP than the current augment. The 30% damage DoT remains unchanged.
Reasoning: In my opinion, currently there is no reason to not immediately rush Death Augment over all other items, which feels rather limiting. I do this even before getting any mana regen (other than doran ring) because I can full clear back minions with E. My power jump feels too strong once I get my augment, usually around level 5 or 6, sometimes 4 if I'm playing really good. This change helps keep his locked item slot viable into late game. At level 18, it would have 115 AP and a 30% increase on E. That is comparable to end game items like Deathcap.
Power Augment
Intended Role: Close Range Tanky DPS Mage
Change: This is a complete rework. First lets talk about the stats. Remove both the flat health and the health regen. Add flat armor and magic resist. How much would need to be tested. Let's say 15 each. Add 1 health regen/5sec per level (18 and level 18). Add % total health bonus (again, not sure on amount). Lets say 10%. Moving on to the affected ability. Remove the movespeed active buff. Slightly increase the shield time on Q (from 3 to 4?). While the shield is active, basic attack decrease the cooldown of Q by a small amount (.5 seconds per hit?).
Reasoning: Okay, so that was a lot of change. As I mentioned earlier in this post, the movespeed was fun but not very useful - and definitely does not help Viktor fill the Power Augment's intended role. And again we have moved stats to scale over time. Remember the reason is that the core currently feels too weak as part of a full build. It also fits Viktor's motif of glorious evolution and growing stronger as the match progresses. The % health gives players real motivation for building tanky, as it helps far more the more health you get. The active on Q is the really important change, however. It helps him fill the role of Close Range Tanky DPS. Q is short range, and now gives Viktor an incentive to be in the fray (AA range). It allows for aggressive play to be rewarded with shorter Q cooldowns. Lastly, these changes represent "Power," where the current one really doesn't read "Power."
Gravity Augment
Intended Role: Medium Damage Utility Mage
Change: As far as stats, I think its pretty close. However, since this augment is supposed to make him a viable support, and he only has 1 utility (W), his support viability relies mainly on poking with his Q and E. This requires a good amount of mana. So I suggest we remove the flat 5 mana regen and add 1 mana regen per level. This is a small buff and maintains our evolution motif. Remove the 30% cast range on W. Instead, the Gravity Augment increases % slow on the Gravity Field. The number on this could be tweaked, but let's say a flat 25%.
Reasoning: The main problem with this augment is in its active. W is meant to be a counter engagement tool, and it is extremely effective in that. But the range increase only promotes using it offensively when it isn't all that effective to use it offensively. The slow increase makes it more reliable CC, which means now you can try to use it offensively more effectively. And it makes it better at what it already does. At max level W with Gravity Augment, the cage would now slow 69% (up from 44%). With more reliable CC, Viktor turns into a more viable support.
In summation, I feel these changes bring the augments up to date and allow for viable build paths into multiple roles, in addition to making Viktor feel like he is growing stronger as the game progresses (glorious evolution). Remember that the numbers could be tweaked, they are just guess by me. My point is that the fundamental mechanic of each augment needs to reflect the role that you have chosen to build towards.
