MissingKayo has a pretty good and thorough observation of your kit idea, so I'mma just go for the good old "Devil's Advocate" schtick and defend Riot's mini-rework:
First, let me ask, how do you find the mini-rework to be not thematically pleasing? It amplifies the two traits that literally make up the Kindred's thematic identity: The personification of death, and a pair of hunters. The Eternal Hunters, no less.
I'm gonna go over the abilities in short-hand form and explain why they're thematically pleasing (at least to me, hopefully you'll see why yourself.)
Passive - Mark of the Kindred: Collected marks no longer grant Lamb %Current Health damage on basic attacks, instead amplify abilities and every 4 marks gives her an Auto-Attack Range increase.
- Health shred is thematically accurate, but when tied to the Marks passive, makes the Kindred pretty feast or famine.
- Increasing attack range and amplified abilities fit the Eternal Hunters thematic of progressively excelling in their hunts, making them more adept at bringing death to those ready (even if not willing) to meet their end.
Q - Dance of Arrows: No longer gains base damage per mark, grants attack speed (amount based on ability rank), increased by Marks, AD ratio ramped up (from .20 to .75), vault speed is now faster.
- Granting attack speed and increasing based on Marks really fits with the ability name: It's a dance of arrows, and the attack speed will make sure there are a lot of arrows
- And the vault speed fits with it, too. Swift movement really fits with an ability called a "dance", after all.
W - Wolf's Frenzy: Can throw Wolf to a target location within 500 units to create the Hunting Ground, ignores walls, range doesn't scale, Wolf does %Current Health damage as base, scaling with Marks, AD Ratio decreased and changed from Total to Bonus, and damage type changed to Magic
- Being able to designate a hunting grounds that isn't immediately on top of yourself amplifies the Hunter fantasy the Kindred have (and the ephemeral, spiritual one by allowing Wolf to ignore walls)
- Wolf attacks faster, (it is a Frenzy after all)
- %Current Health damage fits Wolf's thematic of bringing Death to the strong and defiant (or the cowardly ilk who run)
E - Mounting Dread: Damage changed to Magic, base damage reduced, (laser-guided)Wolf missile speed increased, AD Ratio increased and changed (from Total to Bonus), %Health Damage changed from Total to Missing Health, scaling with Marks, Wolf Crits low-health enemies, increasing the threshold with Crit chance.
- Wolf deals %Missing Health damage that increases with Marks (the closer you are to death, the easier it is for Lamb and Wolf to seal your fate - which is their whole theme, by the way)
- Wolf crits extremely low-health enemies (being near-death is obviously going to give Death themselves an edge, so it fits their theme like a glove)
Altogether, the mini-rework actually does extremely well to stay within the spirit hunters/arbiters of death thematic the Kindred have, and it kinda makes me anxious to play them myself once their rework hits live. (if I ever become a competent Jungler and if nobody else picks them.)