An Idea for Kassadin

Passive – Void Stone Kassadin takes 15% reduced damage and ignores unit collision.
Q – Null Sphere (Range: 500 Cost: 70/75/80/85/90 Cooldown: 7) Kassadin fires an orb of void energy at target enemy, dealing magic damage and interrupting channels. The excess energy forms around him, granting a shield that absorbs damage for 1.5 seconds.
Magic Damage: 80 / 110 / 140 / 170 / 200 (**+ 40% AP**)
Shield Strength: 30 / 60 / 90 / 120 / 150 (**+50% AP**)
W – Nether Blade (Cooldown: 18/17/16/15/14) Passive: Kassadin’s basic attacks deal 20 (+ 20% AP) bonus magic damage on-hit. Active: For the next 6 seconds, Kassadin’s basic attacks on the same target ramp up, dealing (+15% AP) as added magic damage, stacking up to 3 times. Stacks reset upon attacking a different target.
E – Force Pulse (Range: 400 Cost: 100 Cooldown: 8) Passive: Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him (including his own spells). Upon reaching 6 charges, Kassadin gains the ability to cast Force Pulse. Active: Kassadin can emit a pulse of void energy, marking enemies in a cone in front of him with Antimatter for 3 seconds. Attacking enemies marked with Antimatter increases Kassadin’s attack speed by 20 / 40 / 60 / 80 / 100 %.
R – Riftwalk (Range: 575 Cost: 50/65/80/95/110 Cooldown: 12/9/6) Kassadin teleports to a nearby location. If Kassadin arrives within 100 units of an enemy champion, the cooldown is reduced by 5 seconds.
The reason for the proposed kit changes (an idea above) is due to the fact that Kassadin's play pattern is very front loaded. He goes in, applies an AoE slow, throws a ranged projectile, then usually walks away. Your window to retaliate is very slim, due to him applying a slow which increases the distance gap quickly, and also ignoring unit collision and taking reduced damage by default. Once he gets ahead, however, it suddenly isn't about retaliating, it's about surviving. His trading will come out on top, and there is nothing you can do because his mobility is very high.
LeBlanc functions similiarly, except that her form of CC is a skillshot, not an AoE, and is a smaller projectile. LeBlanc is also squisher then Kassadin by default. This may not seem like much (which is why she is still excelling and not as harshly nerfed as Kassadin), but it why she hasn't been touched yet. Also, Kassadin's mobility is still unmatched, with only Nidalee coming anywhere close. And mobility is a very strong thing if the play pattern is seen as unhealthy.
So my idea is to make him more of a constant pressure assassin, who's deadliness comes from him sticking on you, rather than closing gaps and poking you down, to eventually gain a stat advantage over his opponent. His play pattern will revolve around him applying his reworked Force Pulse onto high priority targets, and then unleashing his magic damage in the form of stacking autos. His very brief shield is there to allow him to predict when his opponent will fight back, and allow him to continue his onslaught. Riftwalk is now lower mana due to the fact that it's cooldown is much higher if you are not painfully close to an enemy upon use. The cooldown is reduced to reward aggressive play, and if he chooses to teleport onto someone, then teleport out, he will not be able to re-engage easily as his cooldown won't be reduced and his damage comes from his enhanced autos, not his abilities, which means he won't necessarily be able to poke. His passive and shield from Null Sphere is to compensate for the fact that his kit has been made mainly melee based, so I thought he needed a little bit of toughness against some physical damage.
I'd love any comments on this kit, and if there are any Kassadin mains out there, if the kit fulfills the "Void Walker" fantasy for you.