Urgot, the Headsman's Pride [Rework]

Hey guys, I was thinking about how I would redesign Urgot and this is what I came up with. Let me know what you think (no flamerino pls).
For clarification, although Urgot has seen his fair share of time in the bottom and middle lanes, I'll be designing him as a tanky disruptor to be played in the top lane rather than a marksman.
It never made sense to me that in his lore, Urgot was a guy who went so ham in battle that he got cut in half, and then when he's revived as a cyborg, he suddenly picks up a gun and starts shooting things. The first major change I would make to Urgot is that his basic attacks would, for the most part (we'll get to that later), be melee range, using the cleaver to slash at things rather than shooting his gun.
His passive right now isn't very interactive, and though it does a lot to help him with trading, it isn't nearly as interesting as the passives of other many other champions. Since Urgot just /loves/ to tell us about how his life is filled with pain, both his own and his enemies', I thought I'd take that and conceptualize it into something a little more fun.
Zaun-Touched Life Force Converter (Passive):
Urgot's basic attacks cost a small percentage of his maximum health and deal bonus physical damage equal to a percentage of the life lost this way. This cannot reduce Urgot below 10% health.
Urgot's damaging abilities restore a small percentage of his missing health whenever they hit an enemy. This effect is doubled against champions.
Urgot doesn't look like the kind of guy who would enjoy physical activity. But I imagine given his history in battle that when he does give you a smack, he doesn't hold back. The first part would give him great scaling in the mid-to-late game off of the health he builds, while the second would make his early phase a little more bearable, especially if he's against a poke-heavy champion.
It's important to note that his passive does not give him bonus AD, and thus does not contribute to the damage on his abilities (since obviously, they'd scale with some form of AD).
Next his Q. In it's current state, it's a very basic ability with a simple concept. But combined with the E lock on, it has a serious lack of counterplay. If he lands one skillshot he can bully his opponent out of lane without really risking much. This is what I came up with instead.
Blood Seeker [Name Tentative] (Q):
Urgot fires a skillshot that deals physical damage to the first enemy hit, causing them to become Chained to Urgot. The Chained debuff can be removed either by using a dash type ability or by leaving the ability's range. After one second, Urgot can reactivate Blood Seeker to remove the debuff. dealing extra physical damage, slowing the affected unit, and reducing the ability's cooldown.
While an enemy is Chained, Urgot gains extra range on his basic attacks.
While at first glance this ability looks complicated, in practice I think it would be fairly easy to grasp. Essentially what's happening here is Urgot is shooting his blade at a unit, impaling them with it, and then yanking it out. Gruesome, no? But of course since we made him a melee champion, what's he going to attack with while his enemies are stuck with his main weapon? His gun of course. I could see him using it as a sort of last resort rather than his main weapon. This ability would give him a little more counterplay, while retaining the ability's spammy nature, and the slow would help him chase down far away targets.
Now, on to his W. In this most recent patch, 6.5, Riot made some interesting changes to Urgot that I think are a step in the right direction. But am I the only one baffled by the fact that they put the fear on his ult when his W is named Terror Capacitor?
Terror Capacitor (W):
When activated, Urgot gains a shield that fears nearby enemies for 1 second.
Plain and simple. Pop it and watch them run. This, along with his new E, will give him some peel both for himself and his squishy carries. I think the current scalings on it are fine. Not much about this needs to change.
Speaking of that E, can Urgot still lock on to his enemies if he lands it? Well, no. That was part of the problem with his old Q, and it would make laning against him a nightmare for any top laner who didn't have a dash. So then, what does it do now? Well.
> ---------------------------------------------------------------------------------------------
> Noxian Corrosive Charge (E):
> Urgot fires a corrosive charge that damages enemies hit, and knocks them a short distance away from the target of the blast, reducing their armor for a short duration.
> ---------------------------------------------------------------------------------------------
Yep. I've frontloaded the damage, and given it a knockback effect. As previously mentioned, this would give him some extra peel, and could be used to reposition his enemies into his Q, or reposition minions out of the way of it. It can still help you land that all important skillshot, but it's not guaranteed.
And finally, his ult. Obviously, since the shield has a fear, we're going to take back that change Riot made. One fear is enough. So then what did I do to it? Nothing. Honestly, his ult is fine as it is. It makes perfect sense for him. The problem with it was that up until now, he didn't have the tools to support that kind of engagement. There was no reason for him to engage a team fight because he did better poking than he did engaging. Now that we've encouraged him to build tanky, given him some peel and innate sustain, and taken away a fair chunk of his ranged combat prowess, using this ability makes much more sense.
And that's all! Thanks for reading!