What's the deal with Leona and Nautilus?
These two champions are horrifically outdated. I know they are because your design philosophy purposely moved around their issue.
Namely: the issue here is the snare/stun on auto attack abilities they have. Nautilus has a passive that snares on the first auto attack he uses on a character with a few seconds of cool down before he snare again. Leona has a stun-on-auto-attack ability. This is a decision you purposely chose against in later champions, TWICE.
The two later examples are Braum and Skarner. Both champions have melee range like the two above, and all four have a crowd control tied to their auto-attacks. Here's the catch: Braum and Skarner were deliberately made to have counter-play. Braum's passive allows an auto-attack to stun if and ONLY IF four auto-attacks (and his q, which is worded into the ability) connect on the same target. Skarner's ability requires him to land a somewhat slow moving projectile skill-shot for his auto-attack to stun. Neither of these later champions have a huge gap closer; they can't hook, they can't dash to an enemy.
All four champions have multiple forms of crowd-control, it's very important to the role they serve to have that. However, as Leona and Nautilus do not have caveats added to their abilities, there is no counter-play specific to avoiding their control. It's more of a "don't get hit" sort of plan, which is more applicable to every single thing in League of Legends and not necessarily Leona or Nautilus.
I have no replacement in place for their abilities, I wouldn't know how to rework them. Maybe make Leona's daylight work a bit like Brand's passive, where one ability loses some of it's power for the sake of buffing the others? Maybe Nautilus' W could extend his range and have a snare put in after 2 auto's, his attack speed is really slow so a 'hit-three-times' thing would be too far.
I don't know, something about the whole mess just seems out of place. Thanks for letting me complain for the 3,000,000th time.