Great article, exactly the sort of insights I like to see from this series. I really like the gameplay-story integration (ludonarrative resonance if you're feeling pretentious) they went for with his kit. He also looks like a blast to play, though like every skirmisher and assassin he's gonna cause some ragequits.
Just as with Yasuo, it's interesting what role his double-crit passive will play in shaping his itemization (and play pattern from that). On Yasuo, it means he has to spend two item slots on crit, which keeps him from just building straight-up bruiser and going for utility, and meshes with his Q's focus on attack speed. Since Yone appears to be a lot more focused on abilities (and possibly also a mana champion) then maybe IE-ER is the way to go? His passive suggests he wants some AS, but he certainly wants CDR unlike Yasuo. His scalings and numbers will determine if he wants AS or Lethality on top of AD and crit. Either way, it's an interesting design choice.
Another thing that stands out to me is his mobility, in a "well, yes, but actually no" sort of way. Yasuo has insane mobility but gated around minions (and with a fixed distance, cast time and direction). Yone instead telegraphs his Q dash in the same way Yasuo telegraphs his tornado. His E appears to have a small dash component to it, but probably one that doesn't go through walls -- meanwhile, his R is absolutely insane initiation. I expect that's one ability that might lead him to build tanky if it weren't for his passive. Again, depends on his numbers.
More than anything, I'm curious if he's gonna be more about extended trades, in-and-out assassinations or maybe hit-and-run kind of like Akali. SOme of his kit (mst notably his E) suggests assassin, but his W is pure skirmisher. It's gonna be very interesting seeing what people do with him, to be sure.