No, you fail to realize that there are somethings about one's kit that are better than another. You say that Graves and Jinx are the same? Here's what I see.
Jinx vs Graves
Passive: Graves gains up to +10/20/30 armor and magic resist over 10 seconds and lasts 3 seconds out of combat. Jinx gains 175% MS if she destroys a turret/structure or kills an enemy for 4 seconds.
Q: Jinx passively gives bonus AS over 3 seconds to gain from 30/40/50/60/70% (+level) and lasts for 2.5 seconds. She can actively deal 10% bonus AD to the one shot, dealing a splash damage, gaining 75/100/125/150/175 range, and allows critical strikes. It costs 20 mana per attack. Graves sends out 3 separate damages, one deals 60/90/120/150/180 (+75% AD) and can deal at maximum 120/180/240/300/360 (+150 AD) if up close to hit with all 3. Costs 60/70/80/90/100 mana and has up to 950 range.
W: Jinx sends out a shock wave that deals 10/60/110/160/210 (+140% AD). Those hit are slowed by 30/40/50/60/70% for 2 seconds. (They are also revealed.) This attack has 1500 range and costs 50/60/70/80/90 mana. Graves sends out a smoke wave that deals 60/110/160/210/260 (+60% AP). Those hit are slowed by 15/20/25/30/35% and have only 675 visual range (enough to still shoot at enemies nearby) for 4 seconds. It's range is also 950. It costs 60/70/80/90/100 mana.
E: Jinx sends out 3 traps near her that if a enemy steps on, they will be dealt 80/135/190/245/300 (+100% AP) damage over the next 2.5 seconds you are also snared. It's range is either 900 or 50, don't really know right now but it only costs 50 mana. Graves slides a distance (which can go over walls as an added bonus) to gain 30/40/50/60/70% AS for 4 seconds. He can only slide up to 425 range and his passive lowers his cool down by 1 second. It costs 40 mana.
R: Jinx sends out her R that deals at minimum 25/35/45 (+10% AD) (+25/30/35% of enemies missing health) and can gain up to 100% bonus damage based on the distance since it is a global ultimate. It costs 100 mana. Graves sends out a powerful shot that deals 250/400/550 (+150% AD) to those in its path and 200/320/440 (+120% AD) damage to those at the end of its 1000 range. It costs 100 mana.
For someone like me, if you can land a W with Graves, you can land a W with Jinx and deal more. I'd also love to have Jinx and that Q because having a Essence Reaver means infanent Q's with no repercussions. That E is way better for ganks, forcing enemies to either flash or go around which allows me the time to flash away. Jinx's R is better since it can deal bonus damage based on lack of health.
Graves is powerful in his own right. He can do things Jinx cannot, like deal that 360 (+150 AD) if up close. Just forget that Jinx can deal 2/3s of that from a much safer distance. Checking for ganks in bushes or in that place where ganks usually start (next to the dragon pit). Being able to slide through a wall is nice, but he still has a 14 second wait for another slide/AS bonus. Not that Jinx has to wait for her (up to) 130% AS bonus that is a compensation for the supposed nerf you said (that only made her broken R stop one hitting anyone up close). Use to go up to 110%. Now, late game Jinx only needs 1 AS bonus item and can just fire away with her powerful abilities like crazy. Its a reason why she is great at destroying turrets so quickly. Her AS bonus stays longer than just 4 seconds. Her slow goes up to 70%, not 35%. Her E at least allows up to 100% AP rather than 60% AP.
You think that I'm just saying all the pluses, and to be honest, its really all I see when I play with/as/against a Jinx. If you main her, you can bypass those quirks easily, just like Blitzcrank mains.