@Meddler: Love the Nasus changes but consider this:
First off, I'm a plat 1 scrub Nasus main and have been since season 2 with well over 2k games on him. In that time, I've seen things change and how Nasus has had to adapt to those changes at a very close perspective. While I may not be "the best Nasus player on the server (for what it's worth; I think that's a ridiculous claim for anyone to make)" I do have a great amount of experience on him stretching back to earlier times in league of legends. In short, I feel my feedback can be valuable given the circumstances.
I love the E changes and I love the goal here: Nasus struggles with dealing with tanks because all takes to ignore him are tabis + one armor item and some HP. And as time has gone on, tanks in the niche have gotten significantly tankier while Nasus has gained no way to do that. In essence, he's lost his ability to front line when this used to be a fairly safe fallback option for him, which always made him useful. Because of this, Nasus has no place in the game. He's outclassed as a split pusher, teamfighter, skirmisher and front liner for the sake of his potential. The reality is, Nasus never truly reaches his potential and that's why he's currently one of the worst champions in the game.
I see the direction you're going here and I applaud the effort and creativity behind it but I'm not a fan of the Qs reduced CD on Fury of the Sands. I suspect you don't feel this will be too strong early because Nasus won't have enough CDR for it to become devastatingly effective. However, that isn't true. Most Nasus players run in the neighborhood of 10-20% CDR (I actually run no CDR on runes believe it or not unless I'm in a free lane) and can but a CDR item upon first back. At this point, Nasus is 6/7 with 3-4 points in Q and 20-30% CDR. While the base damage on Q isn't high, it's still an auto attack reset. This makes his ability to all-in devastating and I fear that this could lead to him being slightly too good in the early game.
However, I could be wrong. And that leads me to my next point. You have all but conceded that Nasus can no longer reach backlines unless he pulls off godlike flanks. You want to make him front line better. Even if his Q is busted on ult or total shit, it makes no difference - it won't help him front line. Nasus often only gets off a few Qs anyway because of all the stuns/slows/snares that cancel its animation until he resets it or puts him out of range entirely.
Nasus needs better means of healing on the front line, not more damage, specifically more DPS damage in this case. Besides, with these Q changes, id argue his identity moves away from that of a juggernaut and more of a sustained damage fighter. It's splitting hairs really, but regardless of what you call it no don't think it lives up to his fantasy. Consider his passive, soul eater and his mammoth size and god-like presence - I don't picture something like that slapping you with a staff like they're on an adderral binge. Feels more like an angry pug with little-man syndrome at that point.
This is the PBE and because it's so early, let me make a suggestion that you could potentially explore. Scrap the Q cooldown reduction on ult and give him some sort of %healing that applies pre-mitigation so Nasus can actually heal off of front lines. Take away the scaling armor and MR values with his ult as time goes on, if the healing on ult is done right, he won't need them. You could potentially even reduce the MR/armor values he gets in the future. Your current changes could mean disaster for his kit if you have to power budget somewhere else but with this change, I think you simply need to crunch numbers instead of making major direct kit changes. Plus this is what he needs to effectively heal, whether it be on just Q or all of his damage, I think this is a healthier and more gameplay oriented change.
As always, thanks for your time!