Well, I have been a Teemo main for four years, basically since I started playing league, and while I know I can't speak for everyone when saying this. I see problems with the current design.
1.) The biggest problem I see with the current iteration still circles around the new E. I have played with it on the pbe and tested it to see how it works and the conclusion I keep seeing is that in its current state it feels like a dead ability. While we can stealth indefinitely, and at least like our current live passive, stand still indefinitely (with pbe threat of being knocked out of stealth from taking any stray damage, say from tiamat or a skillshot). The footstep trail is just too glaring for it to be useful while moving in stealth. Its hard to understand the point of invisibility when you can clearly be seen with it. The trail appears directly under teemo, so while attempting to ambush someone, roam or gank, etc the stealth feels utterly pointless as it announces your presence as much as being visible would be. Because its so easy to see and predict Teemo's location. I understand that a invisibility skill like this is very potent and potentially very powerful, and it can call on a great deal of skill for the player to use effectively, but in its current state it feels bad to use both in and out of lane, as you cant really trick people with it, sneak up on people with it, or try to use it to get to safety with it. Having counterplay to it should be important, but as it stands it makes the skill feel just bad to use. Other fixes I could possibly see for this is if the footprint trail had a 1 or two second delay behind Teemo, perhaps increased with the skills rank, that could still signal his location without it totally announcing his presence to the enemy. Because a giant pair of green glowing footsteps approaching you is hard to miss, and even worse when he can be knocked out of that stealth by anyone just throwing a skillshot his way, it can invalidate the benefit of being able to move while stealthed. If so much of our power budget is wrapped up in this skill, I want Teemo to be able to use a mobile stealth effectively rather than just a questionable improvement of his old passive.
2.)The second thing I really want to ask is how Teemo's W can be modernized. It is a skill that is undoubtedly archaic, and while effective eventually when max ranked, it has no scaling effect, and despite supposedly giving teemo some good mobility, W just feels like a passive effect that would be tacked onto some other skill in modern league. I have heard and seen people suggesting that activating Teemo's w could remove slows, or grant slow resistance, and thats a powerful, significant effect, one that may be too powerful given some of the changes to Teemo's kit. But it would make his W feel more helpful to his kit, and give teemo more options against hard matchups and assassins.
3.) The last thing I see in this rework is how shrooms have a lost a lot of potency as damage tools. While Im not opposed to this, because I know that in the past they have been a very toxic part of his kit and one that has been hard to balance. The current state of their low damage and scaling ratio has forced Teemo into a even worse relationship with Liandry's torment. Shrooms are a key part of Teemo's identity, and because of Liandries they either are doing too much damage, or Teemo is forced to buy Liandry's to make them deal an adequate amount of damage. So if you would like to tone back the damaging factor of Shrooms, and instead give us more of them, which is a solution that I can agree with, something else should be done to help support Teemo's scouting playstyle. Instead of giving us something that is rarely, situationally useful, like infinite bouncing shrooms, shrooms having a larger vision radius, slightly lower mana cost, given Teemo is expending a lot more mana than he used too, and now for a tool that does little damage on its own, 75 mana per shroom on a champion who normally dosn't build mana, is costly.
4.) The last thing I can say is about his current pbe Poison passive. While I think the implementation of this is great, and from what I understand, most of the community dosn't have an qualms with it. I think that the poison synergy with other poison using champions, like Singed, Cassio, and Twitch, is only going to be negative for him. Getting a 50% damage upgrade when attacking the same champion as your adc, say, if Teemo was a support, is hard to balance, and it might spiral out of control, and likewise, I feel this small thing might be making his passive harder to balance with the rest of his kit. Leaving the 50% poison damage increase to work with Teemo's own kit rather than other champions might be a way to free up some power budget for other parts of his kit as well, whether that be in base damages or in adding a new effect. But considering either how rare this effect might occur, or how toxic it might be when its used efficiently, I think that its just shackling Teemo to a support role for other champions and it dosn't seem like a good change in the long run.
All That said, I thank you for being transparent with the rework process with the community. I think that keeping Teemo's identity is an important part of modernizing the champion and I think that your efforts to engage with that and us are admirable. I hope that I have been somewhat helpful.