The one strong argument you can make for UB having 6.3 is that his natural speed allows him to survive 2v1 or 3v1 ganks by outrunning those who are chasing him long enough to get supported.
Erebus: Batswarm, Bite, Mist, Mass Charm
Oak: Shield III
Sedna: Silence + Port, Heal III + Healing Wind can keep her alive pretty long
Occulus: Blast Off
Queen: Mulch + Shield, Cloak of Night
DA: Warpstrike or Swap (you can warpstrike behind you to a creep, or warpstrike a middle tower then run past valor, or swap with an enemy and run that way).
Rook: Boulder Roll + Towers can keep 2v1 back for a little while assuming he is in his tower farm
TB: Frost Nova or Fire Aura (also ranged)
Regulus: Mines IV, Mark of the Betrayer (also ranged)
UB can grasp and break to keep one off of him for ~1.5 seconds but that requires getting in melee range (same with Claws). If UB overextends and gets ganked, he can only survive via his high speed and energy. So that's the argument you can make.
That said, I think nerfing his movement speed and dumping it into Inner Beast is a proper way to do it (assuming you keep the attack speed bonus the same as it is now. he doesn't need +15% attack speed). He would still have his escape mechanism when ganks become more common later on, but he is actually kitable by fast characters early-on.
'Course I also think that Spit should have its duration increased by 1 second (so you can spit on someone once as they do an ability on you, like Fireball, but the second time it comes around you'll still be on cooldown and they can back up before it's off) or it's ranged decreased by 2-3 yards. You should be able to kite characters, and it's stupid that Spit makes UB utterly unkitable.
Also, melee monsters should be escapable from. There never should be a demigod that is so strong that he can always get kills wherever he goes. That's poor balance. The fact that Ooze Beast even works shows that UB is too strong. A character shouldn't be able to win fights simply by right-clicking.