Augmenting W does enable some great plays but it's a question of opportunity cost. It allows you to place the gravity field more safely and from some rather clutch locations, like say on top of the dragon from behind the wall, or smack in the middle of the top tower in dominion from behind the lower wall. However, of all the augments going W leaves you the most vulnerable as you lose the escaping speed boost from Q, and the finishing/burst power from E. The ONLY time I'll go Augment W is if my team is filled with melees that can create an effective front line to protect my ass, and can totally capitalize on the added CC. Say for instance a team like Riven, Jax, Jinx, and Talon. Most of the time in Dominion though (which I play the most) it's a team like Nid, Fizz, Talon, Xin, and Sona and going Augment Q for the crazy mobility is clutch--you need to be able to keep your distance from Fizz/Talon or you get 'gibbed. The rest of the time for your average comp or one with a lot of squishies, I'll go Augment E as late game you can two shot squishies from a mile away.
Anyways, I highly recommend him as he's tons of fun and extremely rewarding when played well. A well timed W, followed by E+R and getting an instant triple as 3 champs explode like blood sausages just feels amazing.
Pro tip: Vik can fire his laser while moving. Becoming good with that technique makes a huge difference in performance. Also, though W is a great DIS-engage and escape tool, you have to be a lot more careful using it to engage or zone, even with augment W. Your best zoning tool is your E, particularly if it's augmented. With a ring to start and rushing augment E, you can one shot minion waves after your first back if you are mid in SR.