Fiddlesticks is a jungler first! But his skills could imho fit his theme and that role better.
Sure, his winrate seems fine, but afaik that's mostly because he's picked by dedicated veterans who are last picking (so they know they are not going to be shat on by the enemy team). Beyond this though, the question I'd like to address is one of gameplay and theme.
As you probably know, thematically he is centered around sustain, terror, and surprise ult-ambushes. His Q, W and R cover these awesomely; maybe Q could be changed so that it's not a point-and-click-CC, but that's beyond the scope of this post.
What I wanted to focus on is that his E and his Passive don't really fit his theme. Going faster for standing still? Sure, it helps with his gameplay, but c'mon... what is the logic there? What is the theme? Also, a scarecrow throwing out crows? Sure, it's nice poke and CC, but still it's a scarecrow throwing a bouncing crow that somehow silences people! ROFL
Imho these two skills are the most thematically problematic, so I'm presenting an idea I just had for a mini-rework. (I had already posted a few different ideas for those skills, but they were downvoted to hell... here's hoping that this instead will be liked more)
Passive: Dread Fiddlesticks is an embodiement of terror and murder, and being near him fills the enemies with a sense of dread. Every half second, enemies in X range from Fiddlesticks lose Y magic resist, stacking indefinitely (the stacks fastly decrease once Fiddlesticks is dead or too far away). (X and Y are numbers that can be adjusted and balanced in another moment)
This is essentially his old passive, but with a change that promotes his being a DPS champion and increases his dueling potential vs anyone who can't 100->0 burst him down. (It should also allow for tankier builds without losing too much dps, which in turn should help with his W being an useful draintanking skill even vs other DPSers)
E: Dark pulse Fiddlesticks assumes the classical scarecrow stance while channelling this, with dark particles flowing into his body; after the channel ends (or is cancelled manually or by CC), he unleashes a pulse of the dark magic that animates him. If fully channeled, it reveals all the enemy wards in a small area around him (maybe only the ones that are revealing him?). This pulse also silences and damages every enemy (or jungle camp) in an area aroud him; silence duration, damage dealt, and area affected scale with how much it channeled (maxing out at the natural channel duration). Leveling this up decreases its CD and/or the channel time required for the max effect.
If you ever played Fiddlesticks, you know how hard he is countered by vision; and everyone getting free wards from the start means that, from Silver upwards, EVERYTHING is ALWAYS warded. And if you're ever played Fiddlesticks (or against him), you know how frustrating his random E bounces can get. Hopefully, this helps with that.