Hello, I am a consistently 99.5% percentile Wukong main here to give some feedback. I currently mostly play him full lethality mid with a little top or adc. It is also important to mention that I tested him thoroughly on the pbe while he was there. In the post it is mentioned that your desire is to keep lethality a viable option. I will be going over each change in depth and showing how this will nerf the lethality play style while not validating a bruiser/tanky play style. I will add a tl;dr to each skill for anyone with little time.
Passive Changes:
Let's start with the removal of individual bonus resists in fights with two or fewer enemies. The removal of bonus resists in a 1v1 is a nerf to his laning (even if only minor). This is of course traded for a slightly stronger survivability in larger fights. On paper this is a reasonable trade off, but in reality will make Wukong even less accessible. His laning is one of his pain points currently and nerfing it will make it nearly impossible to survive lane as a top (already is mostly at this point). This will also make it harder to lane mid. Currently the difference between winning and losing many lanes mid can come down to which resist rune one takes. This essentially removes the free double resist rune he got in the 1v1 (4 from passive vs 6 from rune). Although it is hard to initially gauge, I think this small reduction in resists from passive in the 1v1 will greatly reduce what is already a very difficult laning phase for Wukong.
Next up we have the ranged auto on ability use (although this is actually supposed to be on q). Honestly, from play testing on the pbe, this does more harm than good. There are edge cases in which a champion is just out of range to kill and you don't have e or q up to finish them and coincidentally you also have a passive stack for a range aa. But this isn't all that common. These cases are mostly solved by chasing until e is up or flashing onto them. Now the cases in which this is harmful come from fighting range opponents. Essentially, the range attacks do nothing but give range champions time to create distance without your champion moving with them to maintain distance leaving you out of range by time your passive range runs out. I find it difficult to perfectly articulate, but the bottom line is that all the extra range attacks are redundant (e is a gap closer it doesn't need a range aa after, r is mspeed boost and cc doesn't need a range aa after) and only serves to do nothing against melee enemies while providing range champions an easier kiting pattern.
Finally (although not listed as such) the passive allows for a stacking debuff that lets Wukong do more damage to his opponent. This is a ridiculously strong nerf when talking about a shifting of power budget. Wukong strives on short trades in lane- in and out hopefully before the enemy can cc or return much damage. This nerfs Wukong's only trading pattern. Again a nerf to his laning. With no way to stick to a ranged opponent long enough to stack the damage bonus he will have a harder time playing mid and vs ranged tops. Although this could arguably just shift his trading patterns vs melee lanes to being longer, his resist nerf will make this unlikely to be viable.
TL;DR Resist changes nerf his already weak laning. Range aa make it easier to get kited without benefiting melee match ups. Damage stacking passive requires too much upfront damage nerf resulting in a nerf to the only trade pattern Wukong knows- short.
Q Changes:
In short the changes to Q are damage reduction, shift of physical to magic damage, a mana cost reduction, and a minor heal. The damage reduction will of course hurt Wukong a lot throughout the game, but let's look at each part of the game individually and see how the shift of damage type and heal compensate. To start off, Wukong loses more of his ability to trade in lane, but receives some sustain help and insurance against armor stackers. Although I am happy that sustain issues in lane are helped, this doesn't help Wukong much at all. The healing will be less than the extra damage taken from the resists reduction and will not help to offset armor builders or the reduced damage that Wukong will be dealing in general.
Moving on from laning phase we have to look at how the Q changes effect team fights and diving priority targets. Again, the damage reduction will neuter Wukong's ability to pick priority targets, but let's see how he will be compensated. Healing and mana cost reduction first, mana obviously doesn't change much at all because Wukong's mana issues are usually gone by time midgame fighting roles around. The healing at this point will end up being something between 100 and 200. Although for Lethality Wukong this is laughably useless, one could argue that multiple uses of it during a fight as bruiser/tank Wukong could prove useful. More importantly than the healing, however, is the damage shift. In layman's terms, it means more damage versus high armor champions and less damage versus low armor champions for lethality Wukong. Even if priority targets build high armor, last whisper/black cleaver with old Q would be more damage than new Q (either way it will be best to build lw/bc against high armor teams meaning the Q being magic is effectively pointless). This equates to a nerf when diving squishy champions which is lethality Wukong's only job. Furthermore, the help that non-lethality builders get for having a mixed damage profile is negated by the fact that Wukong won't have any form of MR shred and primarily does physical damage anyway. A single MR item, even just a null magic mantle, will completely negate any damage you might get for having Q be magic (especially due to the reduced base damage and cutting in half of the scaling).
There is another inherent problem with the new Q, and that is that there is no more armor shred. As much this makes sense considering it is magic damage now, it reduces Wukong's other abilities' damage on high armor targets and negates his ability to help physical dealing allies against armor builders. This further alienates Wukong's effectiveness outside of his current goal of assassinating priority targets.
TL;DR Q healing will not make up for the huge reduction in base and scaling damage. The change from physical to magic damage will not only hurt glass cannon damage but also bruiser/tanky builds.
W Changes:
The noteworthy changes to W are that the clone can now aa, clone duration is up and scales with level, W now has a small dash that can get over small walls, and that W CD is up. Starting with the first, we notice that we lose damage in the kit in order to allow the clone to aa. This means reduced damage when engaging from stealth, when fighting range champions, when fighting mobile melee champions, and reduced burst. At first this looks like a buff to melee match ups top and a nerf to mid lane and anything outside of laning. The nerf to points outside of lane seem like a strange direction considering both the passive and Q changes are nerfs to fighting in lane. This might help compensate for the previous lane nerfs, but at best it puts us back at square one top lane- losing most fights against most champions- while putting us further behind mid lane. I am not entirely certain how I feel about this change, it definitely seems cool and adds depth to the champion, but I feel the cost is too high and hurts more cases than it helps.
Clone duration and W CD increasing are mostly the same thing so I will cover them together. The duration of the clone increasing only makes sense because it is a pivotal damage source now, but I can't wrap my head around the W CD increase. It follows that if the clone duration goes up so should the CD, but the one missing thing in the equation is that the stealth remains the same. This means that the primary use of Wukong's W, repositioning and avoiding focus, is harmed. This results in less trickery for a champion whose concept involves trickery.
Finally, the W dash. In all honesty this gives Wukong an option he doesn't need. I am sure many will disagree because the concept of dashing over walls is attractive, but in practice this will be mostly useless and will result in power being taken out of other parts of his kit. Wukong would do better to have extended W stealth or reduced W CD instead of a tiny dash.
TL;DR The aa'ing W won't benefit Wukong except in melee match ups which he already struggles in and will be getting harder with the changes. The increased W CD will hurt a lot throughout the game.
E+R Changes:
TL;DR E damage is down. E won't be any more difficult to determine Wukong's target and already blocks skill shots. R got a nice QOL.
Here are some quick suggestions for solutions to above mentioned problems. First of all decide whether Wukong is a weak laner with a strong team fight presence or a laner who can 1v1 with a decent team fighting ulti. Currently there is this pseudo-shift to laning power overshadowed by laning nerfs that is not properly compensated in team fighting. A shift towards a weak laner may be in the form of reducing the bonus damage stacking and making it accessible to the entire team. This may make ulti become a multi damage type Amumu ulti and therefor may be a less desirable option. A shift towards a laner who can hold his own may be to allow his clone to move on its own similar to Shaco ulti. Another option could be to leave his resistances on passive in 1v1 while giving a bonus to 3+ enemies.
Although I am not entirely on board with the current direction of these changes, I think with proper number adjustments it could be viable as a bruiser Wukong, but lethality builds will never again see the light of day in a serious setting. The biggest issues with these changes are the reduction in laning ability while also requiring longer trading patterns and the over nerfing of damage with little to compensate.
Thank you for reading. I am sure I missed a lot and misinterpreted some of the changes so feedback and opinions would be apprec