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The entire purpose of the build is to be a front line initiator that can soak up the hits and then follow up with some additional damage. Additionally rushing devourer if ahead early was one of the suggestions, and if you are ahead you will likely fit into the 'I'm killing everything' category, so will end up getting an early damage item.
That being said, you need that tankiness and utility for the build concept, delaying the tankiness slightly by getting a devourer is worth it, due to the way the stacks work, and the team fight oriented-ness of it all can result in a lot of extra damage, and I feel the opportunity cost of getting a devourer post Randuin's is too high compared to the opportunity cost of delaying randuins.
As for stalkers vs skirmishers: Against most people in the early, Duskbringer and Unspeakable horror work as enough of a means of catching up to someone. Also in the late game, reducing a single person's damage by 20% significantly reduces their team's overall strength. I feel the ganks with a skirmisher are strong enough to warrant using it over the stalkers. It is a small early game sacrifice for a huge late game benefit.
Youmuu's is a nice item, but the AS/MS is shortlived, compared to the other items which gave larger persistent bonuses. On a more typical nocturne build I would, and do build Youmuu's, however in this build:
Armour pen is wasted on what is approximately 50% magic damage.
Crit chance isnt as powerful when your base AD isnt as high.
CDR is nice but ultimately not a primary stat for the build.
Thank for for the response however, I'm sorry if I came off as dismissive, it just feels like what you expected in the build is not what I delivered, and I wanted to better explain my point of view.
Never underestimate Youmuu's Ghostblade on Nocturne and rushing an offense item if being ahead early on.
I doubt Wit's End and Turbo Chemtank ..