League seems to be balanced around mobility nowadays, and from what I've seen Smite is balanced around crowd control (where the active equivalence
is not just viable, but essentially meta!).
Mobility is one of those things that looks amazing, is really flashy, smells powerful, looks powerful, tastes powerful, but isn't objectively better than a lot of other things.
Most other things (like range, CC, team-fight potential) just have a weaker emotional impact and feel kind of "eh" to use if they're objectively as strong/balanced.
I'd be careful about drawing conclusions with mobility.
Also - I'd say LoL is balanced more around the idea of counter-play and good design than anything else.
It would seem Riot's balance squad has 2 main goals:
- promote champions with high counter-play
- balance the game
Champions like Urgot, Yorick, Teemo, Shaco, and Tryndamere that are pure cancer to play against are the ones thrown out of the meta intentionally, and champions like Zed, Thresh, Orianna, Braum, and Lee Sin are ones Riot's intentionally kept in the meta for a rather substantial amount of time.
I have no idea what HotS is balanced around, but it seems like there's more PvE elements and more centered around hero kits than items or actives like LoL. DOTA2... still haven't met a man that can tell me how it's balanced. I think you need a PhD to play that game.
HotS is still figuring out what is balance.
DotA is balanced around actual balance and nothing else, with a massive middle-finger to good design and counterplay.
If someone like Brood Mother or Rikki is a pain in the dick to face (perma stealth), DotA doesn't care. Techies (Teemo)? DotA doesn't care. They're just as balanced as the next guy to go up against.
That's likely why DotA2 tournaments showcase ~90%+ of there roster.
Also why it's known as the most hardcore MOBA: there is no hand-holding in DotA, there's no promoting champions you can react to and don't feel helpless against. if mistakes were made, you tend to die horribly.