You're not real likely to see scepter on necro at that point in the game, though. He really needs to tank up and get some reliable mana sources before he's dependable in a fight. It might be a useful thing for pushing, but it's more likely to be the staff of buyback.
The changes to glyph, armor, and tower bounty mean a T1>T2 push is harder and a little less rewarding. On the other hand, lots of Dire's rosh advantage WRT to towers has shifted from the generally well-defended mid to the poorly defended offlane, so I think Radiant might have more success with early pushing.
Crimson guard costs 3850. I'm not gonna call that an early game item. A quickly acquired one will have lulzy influence on early team fights and pushing, of course. Bear in mind that people who want that kind of damage block and tank usually want to buy a blink and upgraded boots. I'm thinking of initiating slardar (3rd position) most of all. A fast blink is tremendously strong and, going back to rune/tower/exp changes, probably is going to be more useful than magic vulnerable push.
That change to clinkz is probably good, tbh. You could see him do something like treads/orchid/cryst/satanic/bkb and be able to fight other carries. The best orbs for clinkz are pretty expensive and he'll probably be replacing a crystalys with the deso, so I'm not actually expecting to get killed by him any more than usual when I'm playing a warding hard support.
Maybe, we'll see a pro bust out a huskar pick as a surprise last pick and we'll see huskar roll a game or two. The problem is huskar will still depend a lot on snowballing and pros are good at dog-piling good players on their good heroes.