My personal opinion on Omen. While I feel like riot wasted a lot of potential, everything they said was true. That does not mean Omen is the reason it was all true, the design team just didn't care enough for the design.
What I like about Omen (as much as we saw) was the sleekness and how it's something that actually LOOKS LIKE IT CAN GO FAST. Which is an appeal that's easily overlooked by Riot. (While there are champions who excel at going fast, they don't necessarily look like speed demons, and sometimes I question if my 400 move speed hecarim broke 300 since his bulk makes him feel too slow). Omen has an attractive design, and it's a great canvas if built upon.
Omen doesn't even need the spikes because the fact that it's a speedy little monster is unique enough to build another concept from.
Although I feel like OP's kit other than the ult is lackluster.
Omen should be an assassin who makes incredible use of fog of war, playing tricks on the enemy. To supplement this I made a kit with a passive that good Omens will turn into mind games and the bad omens will just use as a cheap escape tool. The kit rewards mastery and knowledge of how the character works. Trickery is intended to bait the mid into freaking out when omen goes missing, and if the area isn't warded Omen has a vast array of options to him, such as traveling on the path near wraiths and avoiding bushes until he ganks.
Passive: Trickery
Instead of mana, Omen uses trickery, passively Omen prepares a plan to trick the enemies (he regens trickery ~a full bar every 20 seconds). He has a clearly visible trick bar and upon the bar becoming full he becomes a shade darker. Once Omen has full trickery, the next time he enters a bush he will become invisible (2 second fade time, 5 if damaged) and gain 60% movespeed for 3s, furthermore Omen's trickery bar becomes full on kill or assist. If Omen attacks while invisible, it will do (1.5 Total AD) + 20/30/40/50 Physical Damage instead of the normal damage.
Q: Spike Volley
For 4s, Omen moves 20% faster and his attack gains 500 attack range, during the duration of spike volley Omen is unable to become invisible and Omen's auto attacks deal 10/30/50/60/70 (.4 AD) damage on hit.
Cooldown: 16s/15s/14s/13s/12s
W: Strong Arms
(Active): Omen burrows under the ground, becoming extremely sensitive to enemies and revealing any enemy champions within 1000 range of his burrow. Upon activating Strong Arms a second time, Omen burrows through (~800 speed with a big animation so it's easy to spot) bursting through. Any enemy champions hit are dealt 60/120/180/240/300 + (.2AP) magic damage and slowed by 25%. For each enemy champion hit beyond the first, Strong Arms' cooldown is reduced by 6s, furthermore the slow is increased by 5% (Not stacked on, strictly added so in theory a 5 man ult is a 45% slow). If Omen does not hit a champion at all, his trickery bar is emptied and the cooldown for strong arms is reduced by 6 seconds
Cooldown: 24s
Dash Range: 700
E: Shadow of the Void
Omen slips around target enemy champion in a swift pass dealing 80/140/200/280 + (1.2 Bonus AD) + (1 AP), Omen also gains half of his trickery bar, doubled if he enters a bush at the end of the pass.
Cooldown: 12s
R: Beguilement
(Active): Omen jumps toward his target and lands on his back dealing Physical Damage and lodging spikes into his opponent, stunning them for 1.5 seconds and reducing their Armor and Magic Resistance by 20, allows second part to be activated within the next 2 seconds.
2nd part: Omen burrows and rushes toward his next target while dealing 20/30/40/50/60 + (.7 AD) + (2.0 AP) magic damage to all those he passes through. During the burrow, Omen will not be able to be targeted.
tl;dr I like Omen because it's medium/tiny and sleek looking, this actually translates into people feeling faster with him, and having a great gameplay mechanic to play with, meaning this is a good design to make use of.