the champion just has way too much.
Probably true.
This is especially an issue when it comes to competitive play, as being a jack (or jill) of all trades will generally even out all your weaknesses and remove any chinks in your armor.
It tends to even out all your strengths as well, but when your opponent's best case scenario is average vs. you: you're pretty much guaranteed some capacity that exploits one of their weaknesses if you have a bunch of tools in your kit.
This is pretty much why jack-of-all-trades champions like
regularly surface as contested picks, where doing only one thing champions like
usually don't.
I have no idea why riot felt the need to give her such a big free buff to her Q ms. Right now, ahri is impossible deal with in lane or afterwards. 3 dashes is just too many, especially considering what her Q does. I know this sounds harsh but if they completely removed the third dash and buffed the damage a bit or added a slow itd make way more sense because she'd have one dash to engage and one to disengage.
As a Nine Tailed Fox she hits you 9 times with her ultimate, 3 dashes with 3 bursts.
Also, Ahri's mobility isn't something I'd really take a lot of issue with. For starters, it's tied to her ultimate's cooldown rather than a QWE, making it substantially weaker than any mobility you could get on a QWE because of cooldowns and mana costs.
On top of that - Riot's kind of gearing her towards being a mobile/kiting mage. She already sacrifices a noticeable amount of range and a substantial amount of AoE power for her mobility.
And I'd have to say I really like the idea of 3 dashes on an ultimate. When fighting someone like Jax or Kassadin, their low CD dashes are pretty annoying to deal with an pretty annoying to use. In a 1v1, you essentially have infinite dashes with no CD phase to really abuse. In a team-fight, you basically only have 1 dash before you can get locked down and sent to oblivion. Where mobility really should help them it doesn't do much, where mobility has abuse cases and is oppressive it's really oppressive.
If anything, the health regen passive or true damage on Ahri's orb could stand to be removed instead. I don't reeeeally see why Ahri should have true damage. Usually champions that are difficult to counter-build are fighter/tanks that can only afford to purchase 1 damage item so they need to be impossible to counter-build so someone mobile and ranged (like Ahri) can't straight counter-build them to become tankier, more mobile, and with better range.
The other general in for being difficult to counter-build is having very high-risk play styles that would essentially be to risky and unreliable if you didn't have any help with defenses. Mainly AD assassins doing ability damage to bypass the unique on a lot of armor specials or Vayne with her 550 max range on any damage.
Considering Ahri already does magic damage (which is essentially a free Last Whisper up on physical damage in regards to both base armor/MR scaling and solid armor/MR itemization), true damage just doesn't make a whole lot of sense.
Ahri's range, CC, and mobility are all solid enough she can essentially kite someone tanky indefinatly, especially with the MS boost on Orb now.