I thought about some of the obvious negatives about this change and then I realized that they could actually make this a decent change by making it similar to Renekton/Tryndamere's Fury:
Yasuo Passive: Yasuo has 25% bonus critical chance and 75% of normal critical damage. Yasuo generates Flow while moving and dashing. Yasuo gains 0.25% bonus critical chance and critical damage for each point of Flow he has (max 100 Flow). Yasuo's abilities that consume Flow retain the critical hit and damage values that Yasuo had right before the move was performed.
Yasuo Q: Yasuo does the normal samurai schtick. At 50+ Flow, Yasuo can activate an empowered Q that sends out a tornado that knocks people up etc. This tornado travels farther the more Flow you have remaining after consuming 50.
Yasuo W: Yasuo absorbs (X) damage (old passive). This abilities consumes up to 99 Flow and blocks more damage the more Flow is consumed. If 100 Flow is used up this ability is empowered, creating a Wind Wall that blocks twice as much damage as the normal shield before being destroyed.
Yasuo E: Yasuo dashes as normal which adds to his Flow. The more Flow Yasuo has the farther he can dash although this move is never empowered or consumes Flow. This also deals more damage with more Flow.
Yasuo R: Yasuo does the normal ulty thing and consumes his remaining Flow. The amount of Flow remaining affects the range on his ult, ranging from like normal at 0% Flow and 50% farther than normal at 100% Flow.
This would mean:
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Potentially higher critical damage Yasuos.
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Higher skill cap on Yasuo.
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Enemies can control Yasuo's wind usage or at least give him effective ultimatums (i.e if you really want to use a tornado you are going to have to let this anivia Q get through, etc.)
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Potentially farther travelling tornadoes, dashes, and ults.