I thought the assassin rework was supposed to allow counterplay to an assassin's burst?


Zed is countered by intelligent comps, not just items. If Zed is a problem, it means your comp is garbage and you probably had a role in making it.
Zed, in my opinion, is the most fair assassin. I don't feel outplayed by

but you feel outplayed by point and click zed ult into duskblade auto - E - another auto to proc thunderlords - you die to his ult? hehe
If zed is ahead, i expect him to do a lot of damage. Yet since i play Lee, I usually save my r for when he finishes his own R. Since there is a 1 second lockout, I'm basically guaranteed to kick him. His kit has power, yes, but it also has fairly visible counterplay.
Only mages get that
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Assassins as a whole don't fulfill the concept of the role. They're all essentially single-target-focused, short-range burst mages that are either cancer to lane against or a free win for their lane opponent.
The idea of an assassin is to "pick" off targets, yet so few characters in the role have picking mechanics, and several non-assassins do have them.
Charm is her only picking tool and it can be body blocked. Has become a glorified battle mage
Cancer infinite sustain skirmisher-all-in-8-seconds-of-non-interactive-gameplay
No picking mechanics, just a poke and all-in laner
Not listed as assassin, but has more picking mechanics than most of them anyway
Anti-picking ult that works better the MORE people she hits at once
Poke to all-in mid laner, picking ult can be body blocked
Battlemage that focuses on forcing trades
Passive designed around rewarding picking off low-health targets, E R instant penta runs in contrast to it
First on the list to actually have a picking mechanic in his ult and passive stacking
Picking passive that actually feels like an assassin
Became a burst mage with awful AP ratios
Q2 designed to pick off low-health targets; overloaded kit that does everything
Both Qs designed to pick; decent assassin gameplay
Picking R; decent assassin gameplay
sort of picking R; abilities are assassin-like but gameplay has become a diver
Backstabs and stealth fit as an assassin; boxes and ult feel completely unrelated
Poke and all-in physical mage with free escapes
Passive designed to pick off weakened enemies; abilities are instead focused on poking with effectively unlimited resource
Meanwhile, non-assassins have low-health picking and separation mechanics that make them play up the idea of an assassin singling out their target better than actual assassins.
Ults designed to single out a target and separate their team
All have mechanics designed to pick off low-health targets retreating -- you know, the kinds of targets an assassin would want to be taking out.
Assassin mechanics on a character with extremely gated damage?
It did, if you are an ADC with a support, or a Tank