Sorry to say but this looks like it would completely destroy Wukong.
I could post a really long detailed rant about the problems, but I will try to keep it a bit more clear:
I agree that Wukong should stay a diver, which means that he needs to jump on top of a carry and wreck havoc while being semi-tanky.
Aside from this, he needs a position. In top lane he would become a stat-checker, with very low outplay potential. Furthermore, he has no waveclear and no sustain, which gives him a great disadvantage against many picks.
In mid, his q would be almost useless against any ranged matchup; lack of waveclear will probably mean he gets outpoked, and with the loss of his Decoy he cant do short trades the way he can now, which makes every trade a risky one and leaves him without an escape. This means that mid Wukong will probably be gone.
In the jungle he also loses the sustain of his decoy (dodging attacks), together with the E change meaning his clear will probably be bad unless his stats are high, which will make him more assassin-oriented but even then jungle Wukong is probably a no-go.
This leaves him at top lane, where he dashes in, uses his W and tries to sort of kite his enemy with the Q active versus a slowed opponent. To me this feels very clunky and still means that he probably loses a lot of matchups unless he is overtuned.
In teamfights, he will try to find an opening and slowly run towards the adc (bruiser means probably Mercs/Tabis and no ghostblade) while not being stealthed, so the odds of him jumping on top of an unprotected carry are pretty close to zero. Even if he engages from Fog of War, he will probably be cc'ed before he even gets his ult out.
What I feel currently (or let's say 8.15 for clarity's sake) are Wukong's greatest problems, is that he is only damage-focused and lacks sustain for laning. I would suggest considerably nerfing all his damage scalings and maybe slightly buffing his base damages, while reworking his Q into a sustain-based skill. He could maybe have the Monkey Howl where he heals for a small percentage of the damage he deals to affected units. This would make for some interesting teamfight-potential based on how many people he can jump on. At the same time this will force players to try to jump in the middle rather than to single out 1 target. His passive could be slightly reworked into something more interesting yet tank-oriented.
This leaves Wukong with a build-path like Tiamat -> BC -> Tank or BC -> Triforce -> Tank, where he still engages on the backline from stealth but has no more crazy oneshot-potential. The most important thing is that he becomes a lot more tankier and can actually last more than 2 seconds in a teamfight while losing the ability to kill an adc without counter-possibillities.
Tl;Dr: IMO this rework would kill Wukong Mid and Jungle, while turning him into a stat-checker Top with low playmaking potential and ruining his teamfights.
Maybe if you explain a bit more how you think it will work out in-game it becomes more logical, but I just don't see this rework doing anything good for diver Wukong