This is what I'm encouraging for the time being... discussion and "what if" scenarios. On multi-alt, the desert already has a moving boss in the form of the Roc Hatchling (although I think Trevayne missed a great opportunity with a moving Dune-esque sandworm), so having the Giant Sand Wurm move as well may be overkill and unoriginal.
1-alt doesn't have this restriction, but as Crescendoll said, it's more of a "nice to have" rather than a "need to have". Ideally though, taking on a boss should be a team effort rather than cheesing with a single crit, especially as the Giant Sand Wurm has a low chance of dropping a rare and useful artefact (the +1 Str Ruby Ring), but this can always be changed (although I don't really plan to... they are rings I put on relatively mid-tier bosses that otherwise didn't get much love). I'm open to experimenting with a few things and, depending on player reactions, may try something for, say, a couple of weeks to gauge the reception.
To make a comparison with the Roc Hatchling, the monster travels to seven different squares in the desert in a clockwise direction, landing on each one for about a minute before taking off and moving to the next one. The monster drops no gold, does about 220 damage every 10 seconds that can't be avoided, and originally only had 80 XP, but I increased it to 102 and gave it a hefty XP prize on death, just on account of the difficulty of chasing and catching it. I'd likely do the same for the Giant Sand Wurm.
The only thing that definitely won't be added is Melange; the spice can only be found on Arrakis!