I disagree with much of your premise, but I can solve your problem right now. You are interpreting Stealth, a set of rules deliberately designed to be vague (in order to allow DMs to interpret it as they desire), in a way that makes it bad for your game. All you have to do is simply change your interpretation! Don't call for the check while the creatures are moving into position (actually better if they were already there beforehand), but only when Initiative is called for. Remembering that most groups have light sources (which can be seen for a LONG way off) and a ton of monsters have darkvision, monsters should be able to ambush traveling PCs on a pretty regular basis. If you want to ambush a camping party, remember that only awake characters get checks, and you can decide when to have the attack occur. If you need to roll for the monsters moving into position or if you want to allow the chance to warn the party, only roll once for each group of monsters with the same modifier (this will also speed up play).The fact is, sneaking (Stealth) and detection (Perception) aren't born equal.
A +6, say, to Perception helps the party much more than a +6 to Stealth helps the monsters.
This means that 5E's idea to drop racial bonuses to stealth and not even grant most monsters proficiency does. not. work.
If five monsters sneak up on five adventurers, the math makes it exceedingly unlikely all five monsters will beat the best passive perception score in the group, and thus pull off an ambush.
This needs to change.
A for your suggestions:
a) this could work, but I would drop the ability to gain normal passive perception. PP is already assuming that you're paying attention the best you can, as long as you can.a) set passive perception at only 5 + prof + stat. If you are a designed guard that does absolutely nothing else, you gain the regular 10 + prof + stat, but only for a maximum of 1 hour per long rest. You simply can't maintain such vigilance for a whole guard shift. The idea is to force the players to guess when an ambush happens; if they're right they get to benefit from the generous RAW; but if not, well...
b) success means only that you gain awareness in the last second, preventing yourself from being surprised. You need to beat the Sneak check result by 5 or more to expose the ambush before it can be pulled off.
c) When I say you gain awareness, this includes a designated ward - a character you have declared yourself to protect, assuming you stay within 5 ft at all times. This way, you can still use your Perception to save someone from getting surprised; you can push the ward to the ground to avoid the assassin's poisoned arrow (assuming you win initiative too). But you can't put the entire group on full alert, unless the sneakees roll very low.
d) be generous with racial sneak bonuses. Most animals should be given +4 to Sneak. Renowed sneakers should gain +8. This means an Owl will not have simply +3 Stealth for +2 proficiency and +1 Dexterity; it will have +11.
b) many DMs already do this, except for the part about warning the party. I only allow an Active check against a predetermined DC to warn of an ambush if someone takes the "Watching for Danger" Travel Action. When dealing with a room to room dungeon setup, you have no chance to warn the party in my game.
c) I consider this very generous
d) I agree with granting more skills to monsters (including the occasional Expertise), but this is WAY too much IME! Remember, an owl isn't trying to hide from humans, but from small animals that are probably less perceptive. The problem with is is that you fall into the trap of 3E skills, where ONLY characters that are trained really have a chance.