Sion's new kit is like most modern League kits; overloaded
Yasuo had double crit chance passive, shield reset on ult, and EQ combo. None of those things are really essential to his power or his playstyle; they're there because REASONS.
Azir has random towers out of nowhere. Again, because REASONS. It doesn't fit in with the rest of his kit, it's just kind of...there.
I like that you're trying to make new kits interesting, but you can do that without making every ability's description read like somebody's PhD thesis. Is there any reason that Sion's new E deals damage, shreds armor, and slows all in one? I'm sure that you could cut out the armor shred and nobody would use the ability any differently. Similarly, is there any reason that ability NEEDS to launch minions? Now that you're doing that with him, somebody else who would fit better as a minion launcher won't get that ability because you gave it to Sion already.
And then there's his passive. Sion gets to run around invincible after YOU ALREADY KILLED HIM for as long as it takes you to burst him down a second time. He's gonna be a godlike towerdiver because he can still get the kill even if you killed him long ago. Imagine his split pushing, too; he runs up to a tower and starts hitting it until he gets executed. Then he revives in place and keeps hitting the tower. He's already dead, so you get no gold for killing him, but if you don't kill him he picks up a tower.
Please consider taking some of the crazy mechanics back and saving them for future champions. Passive, Q, and R already make for an interesting kit with a lot of things to juggle as is. You don't need more crazy complexity on E to make him appreciated by us.
This is not to say that I don't like the Sion rework. It's been needed for a long time and I think the kit is pretty cool. Just...be careful with the overloading. It's gonna bite you in the ass eventually.