I've actually owned Sej since she's first been released. During S2, when health stacking wasn't as optimal as it is nowadays, she really suffered, but with the rampant hp stacking of S3, and its increased effectiveness, she's seen a bit of strengthening. Regardless, I've come to the conclusion that, while her kit is really entertaining, it just lacks the raw effectiveness of her peers. Her ult is fantastic, truly truly truly fantastic, but that's about it. Her early clears have suffered and even though she's in the "CC tank" category that Naut, Mumu, and Leona are in, she doesn't do it anywhere near as well as any of them. The combined fixes that i propose would be effective when combined, all the while not changing what Sejuani does currently.
Frost: Sej's passive is only decent on it's own for chasing. to improve that, I recommend the slow increases to 15%, and also slow attack speed. Also, Sejuani suffers because there is generally limited in the amount of ways in which she can apply her passive, which is by dealing damage with AAs or 2 of her abilities. If Sejuani's passive also applied when enemies auto attack her, it would give her a true purpose in being a desirable target, as she is one of the only "tank" class champions without some form of damage mitigation.
Arctic Assault: Sej's charge, while being a cool gap closer and escape ability, becomes underwhelming because of it's mechanics and high cooldown when compared to, say, Amumu's Q. To repair this, I suggest, firstly, that the hitbox be widened to the width of Sej's boar. Second, I believe the champ stoppage should be removed to allow Sej to quickly penetrate the back lines as an alternate form of initiation. Lastly, reducing the cooldown by 1 second at all ranks would allow the ability to be up faster to escape from high tension fights.
Northern Winds: The increase in Hp stacking has made Northern Winds quite the formidable skill once late game comes around, but during her early clears, it's minimal range leaves a bit to be desired, and increasing this to 400 would allow her to kite jungle creeps much easier than she currently can. Also, increasing the damage per second on the skill by 2/4/6/8/10 would punish enemies more for staying inside of the AoE range, rather than ignoring it and immediately going after the higher priority targets.
Permafrost: One look at this skill, and you instantly know that it isn't actually used for the damage. This is supposed to give Sej's passive purpose, its a moderate slow that turns massive at later levels. while it does its job well, the level at which the slow percentage spikes upward takes from it's early game usefulness, as the initial levels of the slow are actually pretty low. I recommend that the slow levels be increased to 40/48/56/64/72%, which would provide a noticeable increase in early gank effectiveness, which giving almost transparent late game increases. If Frost were to affect attack speed as well, then Permafrost would decrease that by half of the movement speed's value, to 20/24/28/32/36%.
Glacial Prison: I can say this is the one thing that needs absolutely no change at all, it does everything that Sej needs in a team fight. I love what it is right now.
EDIT: Fixing some typos as well as being more clear on some of my propositions.