I'm going to respond to each of your hates:
"I hate that the jungle camps don't give enough EXP to keep up with the laners unless you have a godly clear time."
The only times I have a problem keeping up with solo laners is when I horribly mess up a gank or make a really stupid play. Otherwise, I haven't had any trouble staying on-par with laners even with the warrior (for Rek'Sai, Jarvan, Vi, Wukong) or juggernaut (with Maokai, Rek'Sai, or Sejuani) enchantments. I always get the chilling smite item, too, so I don't even get the AoE smitem (portmanteau of smite item). It's just a different balance of farming/ganking than it used to be, that's all.
"I hate that the small camps deal more damage than red buff and blue buff camps."
I don't think they do; I find myself taking about the same amount of damage, which makes sense considering they give the same amount of exp. Try clearing the little monsters before the big one with the wolf and chickens, I find I take less damage overall that way.
"I hate that the first clear is so brutal to get through without a massive leash or going back to base to heal halfway through the first clear. + I hate that i feel like i'm being punished for not using a 'typical jungler' with high healing like warwick or fiddlesticks."
If you're really having that much trouble in the initial clear, chances are there is something you can do better with your runes/masteries to survive, at least long enough to clear 3 camps and go back to grab the upgraded jungle item. I see many streamers doing that (Oddone, Nightblue) and they make it work. I personally don't do that with most champs, but sometimes I do and I find it doesn't slow me down too much.
"I hate that you have to smite the small camps to get the buffs from them."
If you got every smallcamp buff just for killing the large monster, ANYONE could get those buffs whenever they wanted, and junglers would be godly: there would always be a ward in your wolf-side jungle, you would always have an oracle's, and you would always have a thornmail. It would be obscene. I enjoy having to consider my options about which camp to smite based on how the game is going at the moment, it adds depth and meaningful gameplay.
"I hate that the camps level up based on how many times you have killed them instead of based on level meaning that if an enemy counter jungles you during your first clear you have a MUCH harder time recovering or catching up in level."
This is the only thing I agree with you on. I have been disconnected at the beginning of a game before as a jungler, and couldn't connect for 5 minutes. When I got back and cleared, the camps gave the same experience as they would have at minute 1:55, even though it was about 7 minutes into the game, so I wasn't able to catch up to the rest of the players AT ALL, which was annoying. I had to go to a lane and get solo exp from lane minions to catch up.
"I hate that clearing camps late game is easier than it was last season but clearing camps early game is harder than it has ever been."
You already expressed displeasure in the early-game clear, but I'm not sure why you hate being able to clear more easily late-game. By then I don't think jungle clearning is very important anyway: you're just clearing for the miniscule exp and possibly the smite buff.
"I hate that the new jungle item's health regen is not really very helpful for jungling but junglers are forced to buy them simply for the extra gold from camps. + I hate that i cant start with cloth armor and 5 pots because i will be punished in income for not having a jungling item on my first clear."
I actually tested this out, and the hp regen is pretty useful--like, more useful than lifesteal, more damage, or more armor (although if you had 3 extra potions the HP gain may be superior, I'd have to test it out further...). And I personally approve of the jungle gold changes to deter lane-poachers from stealing your camps, and I think attaching that gold to an item the jungler is going to purchase anyway was a smart way to do it.
"I hate that the buff from raptors is more useful than blue buff or red buff."
Good thing you don't need to smite the red or blue buffs to get them! You can have all three!!
"I hate how little thought the developers put into making the new jungle items: 'Hey, lets make each one alter your smite slightly, and then lets just give each of them an enchant like how we gave boots enchants. Actually, i just hate the new jungling items period... They are terrible compared to jungling items last season.'"
I actually thought this was a rather ingenious plan. I'm honestly not sure why you think these changes required little thought. The fact you can utilize any of the 4 smitems with any of the 4 enchantments was brilliant and allows multiple playstyles to emerge amongst different characters. I love how innovative and non-linear the jungle has become. I ever hear that they are implementing a trade-off system where you can trade your jungle items and boot-upgrades for alternative ones if things in game change and you decide you want something else, which is amazing! That means if you want to start with the hatchet to clear more quickly, but later in the game you want chilling smite to help catch people, you can trade without having to sell anything and waste gold.
What I'm getting from your post is that you hate that the jungle is more complex, and that there is more consideration to be put into your decisions which can result in more meaningful, impactful gameplay. Which I personally do not hate at all, I really love that they've given me more opportunities to make decisions about my smite, about my build-path, and about my map control. I think this is the most innovative, risky, and well-executed jungle change they've ever made. Yes, the initial clear can be brutal, but it is so worth the changes.