I think its a mixed case, there will be obvious winners, and losers, but I don't think these are on a tank/Juggernaut divide.
Health down, resistances up. This is obviously a solid buff to true damage.
-Sustain damage mages are obvious losers this patch.
-Assassins will also fall back, especially AD ones, as the new GA gives marksmen a legitimate item to defend with, that doesn't utterly screw their damage.
-Hp stackers are net losers, Voli, lane Mundo, we cant really speak about new Sej though, till we see more of her. She does seem to be a bit closer to a juggernaut now, will less/more conditional CC, if she has no more damage, then she was flat out nerfed.
-Resist Stackers are net winners. Malphite is coming to a top lane near you, watch all AD teams suffer more. Taric may also make a bit of a comeback. Nasus, Irelia and Darius gain somewhat here, as a lower health pool but larger resists means their lifesteal/heal goes further.
-Bork and its users take a step back, but the item is very strong now anyway. It may be still necessary on all marksmen though, if tanks with Gargoyleplate are common.
-In bruiser lineups, the nerf to BC means that Trinity users gain ground over Black Cleaver users, particularly if the trinity user builds armour. This is amped up lategame by the new buffs to
-Divers are mostly net winners, as the new GA gives AD but no MR. This was made to benefit markmen, but Irelia, Jax, Olaf, etc are going to be OK with this. Naut, Maokai etc are going to miss the MR, if they
-The change to banshees means Blitzcrank takes a real buff. Now marksmen getting pulled have a much worse purchase to make in order to get that bubble, (unless they are Ez or Kog). Likewise most bruisers and light fighters really don't want that AP, but don't want to be pulled and burst down.
-Trundle just got a huge buff, now there are MORE resistances to steal, and less hp to cover the victim. (and more tanks/jugs to ulti).
-The real utterly terrifying people will be those who can build tanky but do true damage, and can thus use stoneplates active, whilst still really hurting their damage output so much.
Darius and Fiora will be permaban worthy I suspect. I've been full tank and had an ulting fiora do 80% of my health as true damage. Now she can do the same with double her normal HP, lets try bursting that down in a teamfight (especially with bonus resists on Stoneplate kicking in till she kills the first half of the team). Cho, Irelia and Yi probably gain some ground too, but proportionately less (due to less true damage).
To a lesser extent, those with %armour shred/ignore gain, due to less hp and more armour. Yasuo and GP seem to be favoured here (and yasuo just got a small MR buff too).
I am also dreading the potential rise of bruiser Vayne in toplane, with frozen mallet, stoneplate, new GA, phantom dancer and a lifesteal item simply shred through multiple juggernauts whilst being close to invulnerable. Hopefully it won't be that good, but... it's a real fear.
Marksmen are net winners. The new GA + the rise of tanks, and the reduction of sustain mage damage, is going to lead to them actually being needed to grind down the enemy frontline, and peel being a meaningful and useful thing again (no, we cant peel Rengar off you in the .1 seconds it takes him to instagib you from stealth, but now you get up again with GA). Beware the GA divers though. Leathality lanebullies may end up being raged at by their teams as they struggle to deal with steel plated toplaners come midgame.
New rift herald will make top lane the source of more jungle attention early game. This may possibly cut down on the power of lane bullies with no escapes (like Darius).
Most interesting to me will be the jungle changes. Particularly buffing the clear (but nerfing pvp damage) on tanks rushing their jungle item. Mundo jungle could well rise, as the passive %HP buff will be very desirable, and with the warmogs changes may let him build warmogs second item and get the passive. Will we see tank junglers feel viable again?
Generally, the patch seems a good thing, unless you main a sustain damage mage, though some true damage users may need a nerf or three. At least in a tank meta, adcs are useful (even if pressured and struggling), whilst in an assassin meta, they are just fodder.