After 20+ matches with Sion in both jungle and top lane, here are some thoughts:
It is currently far too easy to juke or outright AVOID engaging Sion in combat due to his lack of gap-closers. Whether it's having his Q or R sidestepped, the pathetically weak slow on his E, or just having his passive ignored after being brought low, Sion always seems to be trailing after his targets. In essence he feels a lot like Braum, with an ult like Pantheon's that requires assistance in the form of team CC to land at longer ranges. And his passive really, really needs help. Even with BotRK and FM, people outpace his futile flailing in death - nevermind how easy it is to just turn around and kill him again.
Glory in Death (Passive)
I've seen a few suggestions in other threads and I think the one that sounded the most reasonable was hitpoint scaling. His damage is fine (when he can get ahold of a target), but it's currently far too easy to blast him a second time. Include his items in the hp calculations when he resurrects. Then boost his speed more - he should be at least as dangerous as Zyra when she dies.
Decimating Smash (Q)
1. The risk/reward is currently imbalanced as many forms of CC hard counter this move.
Whether it's a stun, popup, or even the short push from Hecarim's W - it seems like far too many champs have a means of completely negating this skill. Add to the fact that very few of these CC skills overlap with their champion's wave clearing skills and this means much of the positional counterplay is wasted as the enemy champ simply holds the trump card in his back pocket and pushes the lane aggressively while being able to deny Sion the means to push it back.
I suggest the move be treated in the same manner as Nunu's ultimate - where interrupting it causes it to fire off immediately, rather than stopping it completely along with the loss of mana and cooldown as it currently does. This allows counterplay in teamfights while keeping the skill relevant in solo lanes and duels.
2. There isn't quite enough reward on firing Sion's Q early.
The damage is obviously not going to be the same as a full charge, but the slow is insufficient as a means to force the enemy to fight. This secondary behavior seems like the poor consolation prize it is for succeeding in landing a slow, telegraphed move. In a 1v1 duel this is the ONLY type of Q Sion is likely to be landing and it currently does not bring anything to the table - ranged champions will juke it and melee champions need only sidestep it.
Either increase the slow or perhaps move the armor debuff from his E to his Q (it certainly doesn't last long enough to be meaningful in either case).
3. Remove the telegraph outline from enemy vision.
The move is already channeled and telegraphed, you don't need to give the enemy blinking yellow lines about "where not to stand". Whether it's solo lanes, 1v1 duels, or teamfights - enemy players should have to be on point and aware to avoid Sion, not just look at the ground and take one step back.
Roar of the Slayer
My only complaint here is that hurled minions seem to have an abysmally tiny hitbox.
Whether it's mages or cannons, I've seen far too many minion projectiles pass right through enemy champions without registering as a hit. The move is obvious and slow enough with the projectile speed as is, at least make hits hit.
Unstoppable Onslaught
All I ask here is the ability to use flash during the ult, to allow for some playmaking ability.